Spellbook

You may spend Technique Points to acquire any Magical Abilities listed in the Spellbook. You can only use each Magical Ability once per Combat Round.

Any Ki Point Cost increases or discounts applied to Magical Abilities from the Spellbook apply to the total Ki Point Cost after all calculations.

Afterimage Technique

  • Ki Point Cost. 8 KP
  • Technique Point Cost. 10 TP
  • Prerequisite. Agility Score 10+

When you are the target of an attack, spend One Counter Action to increase your Dodge Roll by +2(T). If you successfully avoid the attack, you may use the Movement Maneuver as an Out-of-Sequence action and then your opponent must make an Opposed Impulsive Save against you. If they win, nothing happens. If you win, they suffer from Guard Down against your next attack.

Body Change

  • Ki Point Cost. 18 KP
  • Technique Point Cost. 50 TP
  • Prerequisite. N/A

You can spend Two Actions to target an opponent who is not at Long Range. Make an Opposed Save, your Cognitive Saving Throw against their Impulsive Saving Throw. If they win, you suffer from the Impediment Combat Condition until the end of your next turn. If you win, the two of you swap bodies.

For both characters after swapping bodies:
You will replace your Attribute Scores (AG/TE/FO/SP) with those of the last user of the body. Afterwards, recalculate your Maximum Life Points based off your new Tenacity Modifier and then set your current Life Points to the lowermost value of the Health Threshold the last user of the body was currently in at the time of the swap. 

Gain the Body-Category Racial Traits of your current body’s race and lose the Body-Category Racial Traits of your original race. You cannot gain more than 7 Racial Traits in total (both Body-Category and Mental-Category) through this. If your amount of Mental-Category Racial Traits from your original race would make you exceed a total of 7 Racial Traits, you may choose which ones you gain. If you would use Body Change to change bodies again, you retain access to your original race’s Mental-Category Racial Traits. Your race becomes the race of your current body for the sake of any Racial Requirements.

When in a new body, gain +3 stacks of Holding Back that you cannot remove through any means (other than through the effects of Body Change), even if this number exceeds your base Tier of Power (treat the number of stacks as if it’s equal to your base Tier of Power for its effects it would exceed your base Tier of Power). If you would increase your Tier of Power through a Trait or any other effect, you instead temporarily ignore the effects of a number of Holding Back stacks equal to the amount you would have increased your Tier of Power by for the duration of that effect.

For each stack of Holding Back gained through Body Change, reduce your Combat Rolls by -1. At the end of each Combat Encounter, you may remove 1 stack of Holding Back gained from Body Change.

Eight Arms Technique

  • Ki Point Cost. 8 KP
  • Technique Point Cost. 12 TP
  • Prerequisite. Force and Agility Scores 10+

You can spend One Action to move your arms rapidly, giving the illusion that you have eight arms. The first Attacking Maneuver you make during each Combat Round while you are using the Eight Arms Technique applies the penalty from Diminishing Defense an additional time. Once per Combat Round, during your turn, you may spend 1 Counter Action to use a Basic Attack Maneuver as an Instant Action.

At the start of every turn this effect is active, you must pay the Ki Point Cost for the Magical Ability. This Magical Ability ends if you do not have enough Ki Points to pay the Ki Point Cost or if you spend an Instant Action to end its effects during your turn.

This Magical Ability cannot be used while you are benefiting from the Four Witches Technique Magical Ability, nor can you activate the Four Witches Technique Magical Ability while benefiting from this Magical Ability. If a Trait, Talent or other effect would not allow you to use the Four Witches Technique Magical Ability, you cannot use this Magical Ability either.

Energy Shield

  • Ki Point Cost. 8 KP
  • Technique Point Cost. 8 TP
  • Prerequisite. N/A


You create a shield of ki energy around yourself or an ally to protect against attacks; the shield increases Soak Value. You can use this Magical Ability to select one character within 8 squares of you as an Instant Action, increase their Soak Value by +3(T) until the end of your next turn. This effect cannot stack with itself. If you use this Magical Ability while you have an active Shield Aura, you may pay up to 4(T) Ki Points to increase the Shield Durability by an amount equal to the spent Ki Points.

Fake Moon

  • Ki Point Cost. 6 KP
  • Technique Point Cost. 10 TP
  • Prerequisite. Force Score 10+


You can use One Action to create a Fake Moon. A Fake Moon allows any Saiyan character with a tail to transform into the Oozaru Alternate Form even when a full moon isn’t present.

A Fake Moon lasts for 8 Combat Rounds, after which it will disappear.

Forced Spirit Fission

  • Ki Point Cost. 30 KP
  • Technique Point Cost. 30 TP
  • Prerequisite. Force or Spirit Score 20+, Spirit Control Talent, Tier of Power 3+

As an Instant Action, you can benefit from Forced Spirit Fission until the start of your next turn.

While benefiting from Forced Spirit Fission, if you successfully strike (hit) an opponent, reduce their number of Ki Points by 1/4 (rounded up) of your Force or Spirit Modifier and if they are using the Spirit Empowerment or Spirit Absorption Enhancement Power, reduce their number of Spirit Power by -1.

If you manage to successfully strike (hit) a Fused Character with a Ki Wager of 10(T)+, a Linked Character using the Fusion of Ki Enhancement Power, a Neo-Tuffle Parasite that is currently possessing another character, a character with a stack of the Absorption Manifested Power or any character that has been combined with another character (such as through Namekian Unite), you may make an Opposed Cognitive Save against that character. If they win, nothing happens. If you win, they are separated and the following effects apply (depending on the condition that triggered this effect):

  • Fused Character. They split into their components, following the rules as if their fusion ended normally.
  • Fusion of Ki. The Enhancement Power ends but the characters do not suffer from Stress Exhaustion.
  • Absorption. They lose a stack of the Absorption Manifested Power of your choice. The Absorbed Character is separated from them and appears within a Square adjacent to the target of your choice.
  • Possession. The Tuffle is ejected immediately, following the typical rules for being ejected and suffers an additional +2d10(T) Lethal Damage from ejection.
  • Namekian Unite. They lose the connected stack of the Super Namekian Manifested Power and all bonuses gained through it. The Namekian they fused with is separated from them and appears within a Square adjacent to the target of your choice.

Four Witches Technique

  • Ki Point Cost. 8 KP
  • Technique Point Cost. 12 TP
  • Prerequisite. Spirit and Insight Scores 10+

You can spend One Action to grow two additional arms. These arms are able to hold weapons. Gain +1 additional Counter Action per Combat Round. During your turn, you may spend 2 Counter Actions to use any Attacking Maneuver as an Instant Action.

At the start of every turn this effect is active, you must pay the Ki Point Cost for the Magical Ability. This Magical Ability ends if you do not have enough Ki Points to pay the Ki Point Cost or if you spend an Instant Action to end its effects during your turn.

Gravity Manipulation

  • Ki Point Cost. 16 KP
  • Technique Point Cost. 20 TP
  • Prerequisite. Force or Spirit Score 24+

You can spend One Action to target an opponent within 8 Squares of you. Make an Opposed Force or Spirit (whichever is higher) Ability Check against them. If they win, reduce their Defense Value by -1(T) until the start of your next turn. If you win, they are knocked Prone. If they are already Prone, reduce their Life Points by 2x your Force or Spirit Modifier (whichever is higher).

Hakai

  • Ki Point Cost. 20 KP
  • Technique Point Cost. 14 TP
  • Prerequisite. Destruction Training

You can spend One Action to either:

  • Target a piece of Terrain that fills up to 4 Squares, and destroy it. Every character within 1 square of that Terrain must make an Opposed Impulsive Save against your Cognitive Saving Throw. If they fail, they suffer Lethal Damage equal to 5x the Lethal Damage they would suffer from the Hardness Value of that piece of Terrain. If they succeed, they suffer the Lethal Damage they would suffer from the Hardness Value of that piece of Terrain.
  • Target a piece of equipment on an Opponent. Make an Opposed Save, your Cognitive against their Impulsive. If your Opponent wins, nothing happens. If you win, the item is destroyed and if any character was wearing or holding that piece of equipment, they suffer Lethal Damage equal to 2x your Force or Spirit Modifier (whichever is higher).
  • Target an opponent within your Melee Range. Make an Energy Strike Roll. If you successfully strike (hit) an opponent, they receive Lethal Damage equal to 2x your Wound Roll. Reduce their Maximum Life Points by the original Wound Roll. If the target is 2+ base Tiers of Power lower than your base Tier of Power, they are erased from existence.

Healing Hands

  • Ki Point Cost. 6 KP
  • Technique Point Cost. 10 TP
  • Prerequisite. Spirit Score 8+


You hold your hands out to an ally, restoring their health. You can spend One Action to select one ally within your Melee Range. That character regains 1d10(T) Life Points. Increase the amount of Life Points they regain by your Spirit Modifier.

Illusion

  • Ki Point Cost. 4 KP
  • Technique Point Cost. 5 TP
  • Prerequisite. Spirit Score 8+


You are able to create illusions using magic, meaning you can create fake objects. The limit is up to your imagination and what your ARC allows. You can spend One Action to create any number of illusions within 3 Squares of a selected Square that is within 8 Squares of your current position. Your illusions are dismissed at the start of your next turn but you can pay the Ki Point Cost of the Illusion Magical Ability to maintain any existing illusions without spending an Action.

Illusion Smash

  • Ki Point Cost. 6 KP
  • Technique Point Cost. 10 TP
  • Prerequisite. Force or Spirit Score 16+, Insight Score 12+

You may spend One Action to target one opponent, you can make a Basic Attack Maneuver against them as an Out-of-Sequence Action as if they were within your Melee Range.

Instant Transmission

  • Ki Point Cost. 6 KP
  • Technique Point Cost. 15 TP
  • Prerequisite. Clairvoyance Skill Rank 2+, Spirit Control Talent

This ability allows you to teleport instantly to any other character you can sense. As an Instant Action, select one character you can sense through the Clairvoyance Skill. You can instantly place yourself on a Square within their Melee Range. If a character is attempting to hide their power, roll an Opposed Skill Check – your Clairvoyance against their Concealment.

When you use this Magical Ability, you can make a Physical Strike Roll against any number of characters within your Melee Range, you roll once opposed by each of their Dodge Rolls independently. If they are hit, they are immediately brought with you to your chosen location, instantly being placed on a Square within your Melee Range after you have arrived at your Square – do not roll Wound. If you use Instant Transmission within a grapple and your opponent successfully uses their Dodge Roll to avoid being teleported, the grapple immediately ends and the Grappled character is freed.

If you are exceptionally far from your target, your ARC may need you to make a Clairvoyance Skill Check to perceive their energy. The target can use the Power Up Maneuver and/or a Transformation Maneuver to reduce the TN of this Clairvoyance Skill Check by -3 for each Power Up Maneuver they use and by an amount equal to 2x their Transformation’s Tier of Power Requirement.

Life Energy Absorption

  • Ki Point Cost. 6 KP
  • Technique Point Cost. 30 TP
  • Prerequisite. Spirit Score 20+, Insight Score 16+, 5 Skill Ranks of Use Magic, Tier of Power 4+

You can spend One Action to select a target within 8 Squares of you. Make an Opposed Cognitive Save against that target. If they win, nothing happens. If you win, roll a Magical Wound Roll but do not reduce their Life Points by that amount. Instead, reduce their Ki Points by that amount. You may add an equal number to either your Life Points or your Ki Points.

Mafuba

  • Ki Point Cost. 20 KP
  • Technique Point Cost. 22 TP
  • Prerequisite. Spirit or Force Score 16+, some form of container and a Sealing Talisman.

You can spend Two Actions to attempt and capture an opponent. Make an Opposed Cognitive Save against your target’s Impulsive Save. If they win, nothing happens. If you win, make an Opposed Ability Check against your target, using either Force or Spirit (whichever is higher). If they win, they escape and suffer from the Slowed and Shaken Combat Conditions until the end of their next turn. If they fail, they are trapped in the container and lose all of their Actions until the end of your next turn. If you score a Botch Result on the Opposed Ability Check, you destroy the container and automatically fail the check.

After using the effects of Mafuba, if you had won the Opposed Cognitive Save, reduce your Life Points by 5x the target’s Force or Spirit Modifier (whichever is higher). This effect applies even if you fail to successfully seal them.

Magical Binding

  • Ki Point Cost. 18 KP
  • Technique Point Cost. 15 TP
  • Prerequisite. Force or Spirit Score 16+, Insight Score 12+

You can spend One Action to try and bind an opponent. Make a Magic Strike Roll against a target that is not at Long Range. If that target is successfully struck (hit), then make an Opposed Force or Spirit (whichever is higher) Ability Check against your opponent. If they win, reduce their Defense Value by -1(T) until the start of your next turn. If you win, they are Bound.

Bound characters cannot use any type of Attacking Maneuver or move through the Movement Maneuver or any other effect (they can still be moved by the effects of other characters).

Either at the start of their turn or by spending Two Actions during their turn (reduce this to One Action if their current Tier of Power is higher than yours), a Bound character may attempt to make an Opposed Force or Spirit (whichever is higher) Ability Check against you. If you win, nothing happens. If they win, they are free from being Bound.

You can only have one Bound character at any one time.

At the start of every turn this effect is active, you must pay the Ki Point Cost for the Magical Ability. This Magical Ability ends if you do not have enough Ki Points to pay the Ki Point Cost or if you spend an Instant Action to end its effects during your turn.

Magical Enhancement

  • Ki Point Cost. 10 KP
  • Technique Point Cost. 16 TP
  • Prerequisite. Spirit Score 12+

You can spend One Action to select a target within 8 squares of you, including yourself. Increase their Combat Rolls by 1/2 of your base Spirit Modifier or 1/4 of your current Spirit Modifier (whichever is higher) until the end of their next turn. This effect cannot stack with itself.

Magical Materialization

  • Ki Point Cost. 10 KP
  • Technique Point Cost. 10 TP
  • Prerequisite. Spirit Score 10+

You may spend One Action to attempt to create an item. To create a piece of equipment, you must roll a Use Magic Skill Check and add +3 to the TN listed for that piece of equipment in the Crafting section. If you fail, you cannot produce it and still lose your Ki Points. If you succeed, you may magically reproduce that item. You cannot create any item marked as [Tech], but you may otherwise create Apparel, Weapons, Accessories, Basic Items, and prop items that serve no mechanical purpose (such as a chair).

You may also form pieces of terrain, creating structures like walls or blocks of metal. You can create a number of Squares of terrain equal to 1/2 of your Spirit Modifier. For each Square after the first you create, increase the Ki Point Cost by +1(T). When making terrain through Magical Materialization, roll a Use Magic Skill Check. All Terrain has a default Hardness Value of 0. For every Difficulty Category you pass after Medium, increase the Hardness Value of that piece of terrain by +1, up to a maximum of Hardness Value of 2.

Manipulation Sorcery

  • Ki Point Cost. 30 KP
  • Technique Point Cost. 22 TP
  • Prerequisite. Evil Z-Soul, Spirit Score 16+

You can spend One Action to target one other character you’re aware of who is not Pure of Heart (you cannot select yourself). Roll an Opposed Cognitive Saving Throw against them. If you fail, nothing happens and you cannot attempt to use this Magical Ability against them again. If you succeed, they gain the Majin Mark Manifested Power and can be influenced by your wishes.

As an Instant Action, you may target a character you’ve given the Majin Mark Manifested Power to through Manipulation Sorcery. Force them to roll an Opposed Cognitive Saving Throw against you, with your roll being increased by +1(T). If you fail, they gain +2(T) in all Cognitive Saving Throws against you and nothing else happens. If you succeed, during their next turn, they can only make Attacking Maneuvers against a target of your choice, they must make at least 2 Attacking Maneuvers and all of their Attacking Maneuvers must have a Ki Wager of at least 6(T) Ki Points. If they do not have the Ki Points to make the Ki Wager, they may Ki Wager using their Life Points in place of their Ki Points to make the minimum Ki Wager.

A target of Manipulation Sorcery who has gained the Majin Mark can attempt to break your connection by spending Two Actions to challenge you to an Opposed Cognitive Saving Throw. If you lose, they gain control over their power and you cannot attempt to use Manipulation Sorcery against them again. If you win, you strengthen your hold over them and increase your Cognitive Saving Throws against them by a further +1(T).

If your Life Points and/or Ki Points reach 0 at any point, the targets of Manipulation Sorcery become free from your control and lose the Majin Mark Manifested Power. You cannot target yourself with Manipulation Sorcery and can only use it on a number of characters equal to or less than your current Tier of Power.

Mind Control

  • Ki Point Cost. 12 KP
  • Technique Point Cost. 20 TP
  • Prerequisite. Evil Z-Soul, Spirit Score 16+

You can spend up to 3 Actions during your turn to target another character. They must roll an Opposed Saving Throw against you, your Cognitive versus their Cognitive or Morale (whichever is higher). You cannot use Karma Points to increase this roll (your target still can, however). If you lose, regain the Ki Points you spent to use this Magical Ability. If you win, during the target’s next turn, you may choose how they use a number of Actions equal to the amount of Actions you spent to use this Magical Ability. If they have access to more Actions on their turn than the amount of Actions you spent on this Magical Ability, the actions you decide occur first.

If a character beats you in the Opposed Saving Throw for this Magical Ability, you cannot target them with this Magical Ability again for the remainder of this Combat Encounter. If a character you have given the Majin Mark Manifested Power to through the Manipulation Sorcery Magical Ability is the target of this Magical Ability, increase your roll by +1(T) for the Opposed Saving Throw of this Magical Ability.

Mind Reading

  • Ki Point Cost. 0 KP
  • Technique Point Cost. 6 TP
  • Prerequisite. Insight Score 12+

You can spend One Action to place your hand atop the head of another character within your Melee Range. They can choose to make an Opposed Cognitive Save against you. If they win, nothing happens. If you win, you may learn any piece of information they know that you are searching for. The amount of information you gain is limited by your ARC, some information may be repressed or characters may have some unnatural resistance against this ability.

If you have a Spirit Score of 20+, you may use the effects of Mind Reading on characters that are outside of your Melee Range but not at Long Range.

Minion Summoning

  • Ki Point Cost. 15 KP
  • Technique Point Cost. 15 TP
  • Prerequisite. Spirit or Force Score 10+

Spend One Action to create a Minion using the Minion Creation rules; they appear within any Square of your choosing within your Melee Range. If you have previously created a Minion with Minion Summoning, you may instead summon them to any Square within your Melee Range.

Multi-Form Technique

  • Ki Point Cost. 8 KP for each Minion Created
  • Technique Point Cost. 10 TP
  • Prerequisite. Force or Spirit Score 10+

Spend Two Actions to create up to 3 Minions, each one appearing within a selected Square of your Melee Range. While those minions are in the battle, reduce your Tier of Power by -1, reduce your Combat Rolls by -1(T) and gain the Weakened Combat Condition. These minions are not created via the Minion Creation rules and instead have the same Tier of Power, Attribute Modifiers, Signature Techniques, Magical Abilities and Talents as you. They do not share your Racial Traits but are automatically using any Transformations that you were in when you created them (they must still roll Stress Tests). Reduce their Combat Rolls by -1(T).

All minions created through the Multi-Form Technique cannot gain any Minion Traits through any means, except for the Phalanx Fighter Minion Trait, which they all automatically possess.

You may spend One Action to recall your minions, ending the effects of this Magical Ability. The effects of the Magical Ability also ends if all of your minions have their Life Points reduced to zero.

You cannot combine, through any method, with minions created by the Multi-Form Technique. They are considered part of your character, rather than a separate character who can be combined with via any form of fusion or the Namekian Unite ability.

Para Para Dance

  • Ki Point Cost. 8 KP for each Action spent
  • Technique Point Cost. 8 TP
  • Prerequisite. Performance Skill Rank 3+

By spending up to 3 Actions during your turn, you can perform the Para Para Dance. Roll your Performance (Dance) Skill Check, your result becomes the TN to ignore this effect. You can target a number of opponents equal to 1/4 of your Personality Modifier within 4 Squares of you. All targeted opponents must immediately make an Athletics or Use Magic Skill Check (whichever is higher) against the TN. If they pass, they can ignore this effect. If they fail, they must spend an equal number of Actions dancing on their next turn. If the user takes damage before the targeted opponent’s turn, they can ignore the effects of this Magical Ability.

For each Action your targets spend dancing, reduce their Dodge Rolls by -1(T) until the start of their next turn.

Petrification

  • Ki Point Cost. 14 KP
  • Technique Point Cost. 15 TP
  • Prerequisite. Spirit or Scholarship Score 12+

During your turn, you can spend One Action to target an opponent within 4 Squares of you. Make a Magical Strike Roll against your opponent’s Dodge Roll. If they are hit, they suffer from the Slowed Combat Condition until the end of the Combat Encounter. They can remove this Combat Condition by dropping a carried Weapon or removing a layer of Apparel. Whatever is dropped crumbles to dust and is destroyed.

If you are suffering from the Slowed Combat Condition when affected by Petrification, increase the reduction from the Slowed Combat Condition by an additional -1, to a maximum of -3.

If the user of this Magical Ability is Defeated, all characters suffering from the Slowed Combat Condition due to any uses of Petrification done by this character stop suffering from that Combat Condition.

Optional (Your ARC decides if this is included): If a character has 0 Actions to use during their turn due to the Petrification Magical Ability, they become a statue until the user of the Petrification Magical Ability is Defeated. Statues can’t use any Maneuvers and have their Soak Value set to 0.

Precognition

  • Ki Point Cost. 0 KP
  • Technique Point Cost. 20 TP
  • Prerequisite. Insight Score 12+

Once per Combat Encounter, you may see the future as an Instant Action. You see a vague indication of the future. State a Profile. When an opponent uses a Basic Attack Maneuver or Signature Technique of your chosen Profile before the start of your next turn, you may target that opponent with any type of Attacking Maneuver as an Out-of-Sequence Action. If this Attacking Maneuver manages to knock them through a Health Threshold, they fail to complete their Attacking Maneuver (they still spend the Action Cost and any Energy Charges as if they had used it, however).

If no opponent uses the selected Profile before the start of your next turn, the vision of the future is one much further than originally expected. Filled with renewed determination, you gain Superiority on all Combat Rolls until the end of your next turn.

Second Sight

  • Ki Point Cost. 0 KP
  • Technique Point Cost. 6 TP
  • Prerequisite. Clairvoyance or Use Magic Skill Rank 2+

Spend One Action to target a character that you know exists. Unless they are able to block this ability by some means, you can see them and their immediate surroundings as if looking from a bird’s eye view. A character targeted by this can attempt to make an Opposed Skill Check, their Concealment against your Clairvoyance. If they win, you cannot see their surroundings or their current position. If they lose, use the Second Sight Magical Ability as usual. This effect lasts until you choose to end it as an Instant Action or after 3 Combat Rounds.

If you possess this Magical Ability and another character attempts to sense you or use this Magical Ability to locate you, you can make an Opposed Skill Check against that character, their Concealment against your Clairvoyance. If they win, nothing happens. If you win, you can use this Magical Ability against that target.

Shapeshift

  • Ki Point Cost. 0 KP
  • Technique Point Cost. 20 TP
  • Prerequisite. Scholarship and Personality Scores 8+

You can spend One Action to Shapeshift, changing your body and appearance in any number of ways. You will return to your normal shape after 3 Combat Rounds or 5 minutes outside of a Combat Encounter. You can return to normal and cease shapeshifting at any point as an Instant Action. You cannot shapeshift until the end of your next turn after you stop shapeshifting, or for 1 minute outside of a Combat Encounter.

Shapeshifting does not alter your Attribute Modifiers, but you can change any number of other features about yourself, such as: changing your Size Category to any you wish (this does not destroy Apparel through the Ripping Apparel rule), mimicking the appearance of another character or creature, or even into an item. You cannot turn into complex machinery but if you shapeshift into a weapon, you can be wielded by another character. Create any type of Weapon to represent yourself and when used by another character, they ignore the Wielding Penalty and increase their Wound Rolls by 1/2 of your Force Modifier (rounded up). You cannot make any Maneuvers while wielded, other than the Basic Attack Maneuver or to return to normal. You cannot wield yourself but if you are not being wielded, you may still make any kind of Maneuver as normal.

Additionally, while shapeshifting, you may replace one of your Body-Category Racial Traits with a Beast-Man Trait.

When attempting to mimic another character, make a Use Magic Skill Check, TN Hard. If you fail, you have clear discrepancies in your appearance. If you succeed, you look identical to that character.

Solar Flare

  • Ki Point Cost. 8 KP
  • Technique Point Cost. 10 TP
  • Prerequisite. Force or Spirit Score 8+

You can spend One Action to create a blinding flash of light. All opponents within 4 Squares of you must make an Opposed Impulsive Saving Throw against you. If they pass, nothing happens. If they fail, they suffer from the Blinded Combat Condition until the end of their next turn.

Space-Time Connection

  • Ki Point Cost. 20 KP
  • Technique Point Cost. 15 TP
  • Prerequisite. The Time Freeze Magical Ability and a Transformation with the God Ki Aspect

Spend Two Actions to select two other characters within your Melee Range. For this Combat Encounter, those two characters gain access to the Fusion of Ki Enhancement Power with each other as the Linked Characters and use the Transformation Maneuver to enter it immediately as an Out-of-Sequence Action.

Telekinesis

  • Ki Point Cost. 12 KP
  • Technique Point Cost. 20 TP
  • Prerequisite. Force or Spirit Score 10+

You can spend One Action to use Telekinesis to lift and throw any kind of obstacle. Make a Magical Strike Roll against any target within a number of Squares equal to or lower than your Force or Spirit Modifier (whichever is higher). If they are successfully hit by this attack, roll a Physical or Magical Wound Roll (your choice) and then the target takes the Lethal Damage they would suffer from the Hardness Value of the thrown object. Use the rules for throwing Terrain as seen under the Throw Maneuver (see – Actions & Combat).

If you attempt to grab another character, make an Opposed Saving Throw against them – your Cognitive Saving Throw against their Impulsive Saving Throw. If you fail, nothing happens. If you succeed, you may lift and throw them a number of Squares equal to twice your Force or Spirit Modifier (whichever is higher). Use the rules for throwing as seen under the Grapple Maneuver (see – Actions & Combat).

If your opponent knows Telekinesis, they may use a Counter Action to clash Telekinesis against you when you use it. Both of you make a contested Use Magic Skill Check against one another. The loser is thrown (as shown above).

Telepathy

  • Ki Point Cost. 0 KP
  • Technique Point Cost. 8 TP
  • Prerequisite. Clairvoyance Skill Rank 2+.

As an Instant Action, you can select a number of characters up to 1/2 of your Spirit Modifier at any distance – as long as you are able to sense them through the Clairvoyance Skill (if you have any Skill Ranks in Clairvoyance) or see them through the Second Sight Magical Ability (if you possess it). The selected character(s) and you can converse mentally for the remainder of the Combat Round, or until you drop the Magical Ability if outside of Combat.

Time Freeze

  • Ki Point Cost. 24 KP
  • Technique Point Cost. 20 TP
  • Prerequisite. Spirit Score 16+

Twice per Combat Encounter, you may stop time as an Instant Action! During the stopped time, you can spend Two Actions but none of them can be an Attacking Maneuver, an Energy Charge Maneuver, the Power Up Maneuver, or a Magical Ability that targets an opponent.

Time-Skip

  • Ki Point Cost. 10 KP
  • Technique Point Cost. 25 TP
  • Prerequisite. Agility Score 16+, Insight Score 12+, Tier of Power 2+

You may pay the Ki Point Cost for Time-Skip to make a Basic Attack Maneuver or a Movement Maneuver as an Instant Action. If you would target a character who has a higher Tier of Power with an Attacking Maneuver used through Time-Skip, increase the Ki Point Cost for that Maneuver by +1(bT) for each Tier of Power higher than you the target is.

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