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.

Energy Shield – Magical Ability

You create a shield of ki energy around yourself or an ally to protect against attacks; the shield increases Soak Value.

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

Healing Wave – Magical Ability

You can restore the health of your allies.

  • Effects. You can spend One Action to select one combatant within 8 squares of you. That character immediately uses a Healing Surge Maneuver, even if they have used one before.
  • Ki Point Cost: 8 KP
  • Technique Point Cost: 8 TP
  • Prerequisite: Spirit Score 8+

Illusion – Magical Ability

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.

  • Effects. You can spend One Action to create illusions within a 4×4 square area. Your illusions can last for a number of Combat Rounds equal to 1/4 of your Spirit Modifier.
  • Ki Point Cost: 10 KP
  • Technique Point Cost: 14 TP
  • Prerequisite: Spirit Score 8+

Instant Transmission – Magical Ability

This ability allows you to teleport instantly to any other character you can sense.

  • Effect. As an Instant Action, select one character you can sense through the Clairvoyance Skill. You can instantly move to 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.

    If you are exceptionally far from your target, your ARC may need you to make a Clairvoyance Skill Check to perceive their energy. They can use the Power Up Maneuver or a Transformation Maneuver to reduce the TN of this Clairvoyance Skill Check by one category. 
  • Ki Point Cost: 5 KP
  • Technique Point Cost: 16 TP
  • Prerequisite: Insight Score 10+

Magical Materialization – Magical Ability

The creation of small and simple items from “thin air.” You can use this ability to materialize items from the Gear + Equipment section.

  • Effect. You may spend One Action to attempt to create any piece of equipment or Basic Item from the Gear + Equipment section. You must roll a Use Magic Skill Check with a TN that is +1 higher category compared to the TN listed for that item or piece of equipment in their respective areas or 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.

    To make a mechanical item, you must have a Scholarship Score of 10+.
  • Ki Point Cost: 10 KP
  • Technique Point Cost: 10 TP
  • Prerequisite: Spirit Score 8+

Telekinesis – Magical Ability

You are able to mentally lift and move both inanimate objects and other characters.

  • Effect. You can spend One Action to use Telekinesis to lift and throw any kind of obstacle. If you are attempting to throw an object at an opponent, roll Strike and Wound as if you were using a Magical Attack. Add the damage that would be inflicted from the Hardness Value of the material onto the Wound Roll.

    If you attempt to grab another character, make an Opposed Saving Throw against them – your Cognitive Saving Throw versus their Corporeal Saving Throw. If you fail, nothing happens. If you succeed, you may lift and throw them a number of squares equal to twice your Spirit Modifier. 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 lifted by telekinesis and can be thrown a number of squares equal to twice the winner’s Spirit Modifier.
  • Ki Point Cost: 12 KP
  • Technique Point Cost: 20 TP
  • Prerequisite: Spirit Score 10+

Telepathy – Magical Ability

You can speak with your mind and hold entire conversations with other characters that others may not be aware of.

  • Effect. As an Instant Action, you can select a number of characters up to half your Spirit Modifier at any distance – as long as you are able to sense them through the Clairvoyance Skill or see them through the Second Sight Magical Ability. 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.
  • Ki Point Cost: 0 KP
  • Technique Point Cost: 8 TP
  • Prerequisite: Spirit Score 6+

Second Sight – Magical Ability

You can attempt to sense the location of other creatures by meditation. This ability requires no active or passive opposition. You are simply either able to detect or not detect the creature. Targets are still allowed to use any special abilities they possess to hide from your sight, but they can’t use a Concealment Skill Check. This ability only allows you to see the target and their current surroundings. You can’t determine their fighting capability with this ability.

  • Effect. Select one individual you know exists. Unless they are able to block this ability by some means, you can see their immediate surroundings and their current position. This cannot be denied by a Concealment Skill Check, but certain conditions, such as magical interference or being outside of your universe, may inhibit your ability to see them. This effect lasts a number of Combat Rounds equal to your Spirit Modifier.
  • Ki Point Cost: 0 KP
  • Technique Point Cost: 12 TP
  • Prerequisite: Spirit Score 10+

Minion Summoning – Magical Ability

Call forth minions to do your bidding!

  • Effect. 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.
  • Ki Point Cost: 15 KP
  • Technique Point Cost: 12 TP
  • Prerequisite: Spirit Score 8+

Multi-Form Technique – Magical Ability

You may divide your body into various copies.

  • Effect. 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, treat your Tier of Power as if it was one lower, reduce your AG/FO/TE/SP Attribute Modifiers by -1(T) and half your Capacity Rate. 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.

    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.
  • Ki Point Cost: 10 KP for each Minion created
  • Technique Point Cost: 10 TP
  • Prerequisite: Spirit Score 6+

Four Witches Technique – Magical Ability

You may grow two additional arms!

  • Effect.
  • You can spend One Action to grow an additional two arms. These arms are able to hold weapons. Gain one additional Counter Action per Combat Round. After using a Parry Maneuver against an opponent within your Melee Range, you may make a basic attack against them as an Instant Action. You cannot wager on this attack.

    At the start of every turn this effect is active, you must pay the Ki Point Cost for the Magical Ability.
  • Ki Point Cost: 8 KP
  • Technique Point Cost: 12 TP
  • Prerequisite: Force and Spirit Scores 6+

Manipulation Sorcery – Magical Ability

You may attempt to control the mind of another being through wicked sorceries.

  • Effect. You can spend One Action to target one character you’re aware of who is not pure of heart. 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. 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, you can decide a target for them to attack using the same rules as the Rampaging Aspect, as if they had already failed the save.

    A target of Manipulation Sorcery who has gained the Majin Mark can attempt to break your connection by spending One Action to challenge you to an Opposed Cognitive Saving Throw. If you lose, they are free 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 +1(T).

    If your Life 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.
  • Ki Point Cost: 20 KP
  • Technique Point Cost: 22 TP
  • Prerequisite: Evil Z-Soul, Spirit Score 16+

Size Change – Magical Ability

You may change your Size Category through magical means, either via Spirit Control or a more direct application of magic.

  • Effect. You can spend One Action to change your Size Category to any other Size Category. Increase the Ki Point cost of this Magical Ability by +2 for each Size Category larger or smaller you become. This effect lasts until you choose to end it and you may end this effect as an Instant Action.

    Increase the Ki Point cost of this Magical Ability by +2(T) for each category your Size Category has increased/decreased. Pay the Ki Point cost for Size Change at the start of each of your turns while you are benefiting from it.
  • Ki Point Cost: 6 KP
  • Technique Point Cost: 10 TP
  • Prerequisite: N/A

Time-Skip – Magical Ability

You can skip 1/10th of a second through time, catching your opponents off-guard and allowing you to engage in more actions per combat.

  • Effect. As an Instant Action, you can use Time-Skip to roll a 1d4. You gain this many Actions to use at the end of this Combat Round, after the last character in the Initiative Order has taken their turn. You cannot Ki Wager on any attacks made with these additional Actions, and you must use these Actions for either an Attack Maneuver or a Movement Maneuver. Any attacks made must be basic attacks.
  • Ki Point Cost: 20 KP
  • Technique Point Cost: 25 TP
  • Prerequisite: Agility Score 12+, Tier of Power 2+

Time Freeze – Magical Ability

You can stop time! However, it’s very draining and so throwing an attack becomes nearly impossible.

  • Effect. You can spend One Action to stop time! During the stopped time, you can spend Three Actions but none of them can be an Attacking Maneuver. You can only use this Magical Ability a number of times per Combat Encounter equal to your Tier of Power.
  • Ki Point Cost: 30 KP
  • Technique Point Cost: 20 TP
  • Prerequisite: Spirit Score 14+

Magical Binding – Magical Ability

You can use your magic to create restraints around the limbs of a target.

  • Effect. You can spend One Action to select a target within 8 squares of you. Roll an Opposed Save against them, your Cognitive Saving Throw against their Impulsive Saving Throw. If they win nothing happens. If they fail, they suffer from the Impediment Combat Condition until the end of their next turn. Additionally, if they fail by 8 or more, they instead suffer from the Prone Combat Condition until the end of their next turn. You cannot spend One Action to stand up when you gain the Prone Combat Condition through this way.
  • Ki Point Cost: 8 KP
  • Technique Point Cost: 16 TP
  • Prerequisite: Spirit Score 10+

Life Energy Absorption – Magical Ability

You can draw in the power of other living creatures to revitalize yourself and increase your power.

  • Effect. You can spend One Action to select a target within 8 squares of you. They must roll an Opposed Cognitive Saving Throw. If they win, nothing happens. If you win, roll a basic Magical Attack’s 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.
  • Ki Point Cost: 6 KP
  • Technique Point Cost: 22 TP
  • Prerequisite: Spirit Score 16+

Magical Enhancement – Magical Ability

Use your magical powers to enhance the powers of your allies or yourself.

  • Effect. 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 Spirit Modifier (rounded down) until the end of their next turn. This effect cannot stack with itself.
  • Ki Point Cost: 10 KP
  • Technique Point Cost: 16 TP
  • Prerequisite: Spirit Score 12+

Fake Moon – Magical Ability

You create a sphere of Ki that is launched into the atmosphere, creating a burst of light that acts as a False Moon.

  • Effects. 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 False Moon lasts for 8 Combat Rounds, after which it will disappear.
  • Ki Point Cost: 6 KP
  • Technique Point Cost: 10 TP
  • Prerequisite: Force Score 10+

Solar Flare – Magical Ability

You spread your hands on either side of your face, creating a blinding light as you do so.

  • Effects. You can spend One Action to create an arc of blinding light in front of you that is 3 squares wide by 3 squares long. All opponents within those squares must make an Opposed Impulsive Saving Throw against you. If they pass, nothing happens. If they fail, they suffer from the Shaken and Guard Down Combat Conditions until the end of their next turn. Additionally, they are blinded and therefore unable to see.
  • Ki Point Cost: 8 KP
  • Technique Point Cost: 10 TP
  • Prerequisite: Force Score 6+

Stone Spit – Magical Ability

You spit at your opponent. Whatever it hits, that target is turned to stone!

  • Effects. You can spend One Action or One Counter Action to target an opponent within 4 squares of you. They must make an Opposed Impulsive Saving Throw against you. If they pass, nothing happens. If they fail, they suffer from the Slowed Combat Condition. They can remove this Combat Condition by dropping a carried weapon or piece of apparel. Whatever is dropped crumbles to dust and is destroyed.

    If you are suffering from the Slowed Combat Condition when affected by Stone Spit, increase the reduction from the Slowed Combat Condition by  an additional -1, to a maximum of -3.
  • Ki Point Cost: 14 KP
  • Technique Point Cost: 15 TP
  • Prerequisite: Spirit Score 10+

Body Change – Magical Ability

With a spoken command, you spread out your arms and release a beam from the entirety of your body towards a target. If they are struck, you will both exchange bodies!

  • Effects. 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. Another character can use the Intervene Maneuver to move in the way of a successful Body Change. They cannot redirect, if they succeed at their Impulsive Saving Throw then they become the target for Body Change instead.

    After swapping with a body, your Attributes become the Attributes of the character whose body you have gained, with the exception of the Insight, Scholarship and Personality attributes. These Attributes are unaffected by the body you are possessing. You lose access to your Racial Traits but gain access to the Racial Traits of the body you have obtained.

    You have the current and Maximum Life Points of the body you have swapped into but retain your own Ki Point Pool and current Ki Points. Your Power Level and Tier of Power do not change even if you have entered the body of a character who has a different Power Level or Tier of Power.

    During the first Combat Encounter after you have swapped bodies, you suffer from the Impediment Combat Condition while you learn how to use the body.

    All effects described that apply to you after swapping into another character’s body also apply to them when swapping into your body. 
  • Ki Point Cost: 18 KP
  • Technique Point Cost: 30 TP
  • Prerequisite: N/A

Super Ghost Kamikaze Attack – Magical Ability

From your mouth, you create a number of explosive white ghosts! Their faces are shaped like yours! Spooky! Luckily, they won’t be around long. When someone makes contact with one, they explode violently.

  • Effects. Spend Two Actions to create a number of Minions up to 1/2 of your Personality Modifier, each one appearing within a selected square of your Melee Range. These minions are not created via the Minion Creation rules and instead have the same Tier of Power and Signature Techniques as you. Their Attribute Modifiers are equal to -1(T) lower than your Attribute Modifiers. Their Life Points are equal to 1/10th of your Maximum Life Points instead of 1/5th.

    When one of these minions make physical contact with another character, they immediately explode. Upon making physical contact, reduce their Life Points to 0 and make a basic explosion attack. Increase the Wound Roll of that explosion attack by the amount of Life Points they lost upon using this effect.
  • Ki Point Cost: 10 KP per Ghost
  • Technique Point Cost: 16 TP
  • Prerequisite: Force Score 14+

Mafuba – Magical Ability

GET IN THE JAR.

  • Effects. You can spend Two Actions to attempt and capture an opponent. They must make an Impulsive Saving Throw against your Cognitive Saving Throw. If they win, nothing happens. If they fail, make an Opposed Ability Check, your Insight against their Force or Spirit (whichever is higher). If they win, they escape and suffer from the Shaken Combat Condition 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 any rolls when using Mafuba, you destroy the container you’re using and automatically fail the checks.

    After using the effects of Mafuba, receive Lethal Damage equal to 5x the target’s Force or Spirit Modifier (whichever is higher).
  • Ki Point Cost: 20 KP
  • Technique Point Cost: 20 TP
  • Prerequisite: Spirit or Force Score 16+, some form of container and a Sealing Talisman.

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