This is the default list of powers for Modos 2.
Alter 1
Range: close
Target: self
D/M: +4/yes
Effect: you change your form or appearance into someone or something of a similar size. This power does not alter your character elements, but the Guide can award the +2 role-playing bonus (or penalty) where appropriate.
Half: no defense. An observer may use a Mental contest to notice something unusual about the magic-user.
Alter 4
Range: short
Target: multi
D/M: -8/yes
Effect: you change the shape of a large object, comparable in size to multiple single targets, or use the Alter 1 effect on multiple single targets.
Half: (P) target gains +4 difficulty bonus on remaining defense contests.
Alter 5
Range: medium
Target: multi
D/M: -12/yes
Effect: you change the substance of a single large object or multiple smaller objects into a new substance. The object, or portion of an object, affected must be one type of substance: metal, stone, wood, flesh, etc. For example, this power could turn an iron cauldron into gold, but it would not affect the soup inside the cauldron.
Half: (P) target gains +4 difficulty on remaining defense contests.
Anti-fire 2
Range: close
Target: single
D/M: 0/yes
Effect: the target gains d12 physical protection against only heat sources of damage.
Half: (P) no effect.
Anti-ice 2
Range: close
Target: single
D/M: 0/yes
Effect: the target gains d12 physical protection against only cold sources of damage.
Half: (P) no effect.
Anti-lightning 2
Range: close
Target: single
D/M: 0/yes
Effect: the target gains d12 physical protection against only electrical sources of damage.
Half: (P) no effect.
Armor 1
Range: close
Target: single
D/M: +4/yes
Effect: the target gains d8 physical protection. This power does not improve other protection.
Half: (P) no effect.
Awaken 2
Range: close
Target: single
D/M: 0/no
Effect: the target removes d10 mental damage.
Half: (M) no effect.
Blind 3
Range: short
Target: single
D/M: -4/yes
Effect: the target has vision difficulty, and takes a -6 penalty to contests requiring vision.
Half: (M) the penalty becomes -3.
Clairvoyance 3
Range: medium
Target: self
D/M: -4/yes
Effect: choose a point in space at medium range, or within 50 meters of you. You can see from this point, and you gain +12 difficulty on Detect contests there.
Half: (M) no effect.
Cure 1
Range: close
Target: single
D/M: +4/no
Effect: the target removes d8 physical damage.
Half: (P) no effect.
Cure 4
Range: short
Target: multi
D/M: -8/no
Effect: the targets remove d12 physical damage.
Half: (P) no effect.
Cure 5
Range: short
Target: single
D/M: -12/no
Effect: a dead target becomes Mostly Dead, or a Disabled target is no longer disabled and removes all physical damage.
Half: (P) no effect.
Dispel 3
Range: short
Target: single
D/M: -4/no
Effect: the targeted power terminates if your Magic contest is greater than the target’s contest. To use this power, you must add the Magic difficulty penalty, but not bonus, of the power you are attempting to counter to your Magic contests. Dispel may target the magic-user maintaining the power, instead of the power’s effect.
Half: no defense.
Exit 4
Range: close
Target: single
D/M: -8/no
Effect: the target teleports to another open location either in short range or within 25 meters of its current location.
Half: (MP) no effect.
Exit 5
Range: short
Target: single
D/M: -12/no
Effect: the target teleports to another open location either in medium range or within 50 meters of its current location.
Half: (MP) no effect.
Fast 3
Range: short
Target: single
D/M: -4/yes
Effect: the target gains a bonus physical action for the movement skill in the current round and each time you maintain the power.
Half: (MP) no effect.
Fast 4
Range: medium
Target: single
D/M: -8/yes
Effect: the target gains an action in the current round and each time you maintain the power.
Half: (MP) no effect.
Fear 1
Range: close
Target: single
D/M: +4/yes
Effect: if the target is in a non-defensive posture, it can use actions only for defense against this power, to move to defensive posture, or to flee conflict. In defensive posture, the target may act normally.
Half: (M) no effect.
Fear 3
Range: short
Target: multi
D/M: -4/yes
Effect: the targets must choose between two actions: defend against the power or flee.
Half: (M) the targets may act normally if they are in defensive posture, or may move into defensive posture instead of fleeing.
Fire 1
Range: short
Target: single
D/M: +4/no
Effect: the target takes d8 physical damage from heat.
Half: (P) no effect.
Fire 3
Range: short
Target: multi
D/M: -4/no
Effect: the targets take d8 physical damage from heat.
Half: (P) no effect.
Float 2
Range: close
Target: single
D/M: 0/yes
Effect: the target levitates a meter or two off the ground and above water. This allows the target to take mounted posture without having a mount.
Half: (MP) no effect.
Float 4
Range: short
Target: single
D/M: -8/yes
Effect: the target levitates up to 50 meters off the ground and above water. This allows the target to take mounted posture or flying posture without having a mount.
Half: (MP) no effect.
Fog 1
Range: close
Target: single
D/M: +4/yes
Effect: you create a disturbance in the air that obstructs vision. Vision-based contests in or through this effect take a -2 difficulty penalty. The effect is large enough to fill a small corridor, or surround one person. When you maintain this power, you may move it to another target/location in close range.
Half: no defense. Targets may escape the effect with an action to move away from it or through it.
Fog 3
Range: short
Target: multi
D/M: -4/yes
Effect: you create a disturbance in the air that obstructs vision. Vision-based contests in or through this effect take a -6 difficulty penalty. The effect is large enough to fill a large chamber, or surround multiple people. When you maintain this power, you may move it to another target/location in short range.
Half: no defense. Targets may escape the effect by changing posture or fleeing.
Harm 1
Range: close
Target: single
D/M: +4/no
Effect: an undead target takes d6 metaphysical damage.
Half: (MP) no effect.
Harm 3
Range: short
Target: multi
D/M: -4/no
Effect: undead targets take d6 metaphysical damage.
Half: (MP) no effect.
Hold 3
Range: short
Target: single
D/M: -4/yes
Effect: target takes -12 penalty on movement contests. A movement Con means the character is stuck in place.
Half: (P) penalty becomes -6.
Holy 5
Range: medium
Target: single
D/M: -12/no
Effect: the target takes d8 physical, d8 mental, and d8 metaphysical damage.
Half: (any) target may negate one type of damage with a corresponding defense Pro.
Ice 2
Range: short
Target: single
D/M: 0/yes
Effect: target takes d8 physical damage from a cold source on the last magic action, and suffers -2 penalty on all physical actions.
Half: (P) defense during the last magic action negates the damage. Defense after the last magic action ends the physical penalty.
Invisible 3
Range: close
Target: single
D/M: -4/yes
Effect: the target becomes difficult to see. Characters cannot gain Awareness of the target unless the target draws attention. Contests that require seeing the target suffer a -6 penalty. Characters with Awareness of the target suffer only a -3 vision penalty to interact with the target.
Half: (MP) no effect.
Lamp 1
Range: close
Target: single
D/M: +4/yes
Effect: the target emits light as an oil lamp, granting a +2 bonus to vision-based contests within close range if the target area is dark.
Half: (MP) no effect.
Lightning 1
Range: close
Target: single
D/M: +4/no
Effect: the target takes d8 physical damage from electricity.
Half: (P) no effect.
Mute 2
Range: short
Target: single
D/M: 0/yes
Effect: the target has difficulty speaking, and takes a -8 difficulty penalty to Magic contests.
Half: (MP) the penalty becomes -4.
Poison 4
Range: short
Target: multi
D/M: -8/no
Effect: the targets take d8 physical damage. Protection cannot reduce this damage.
Half: (P) the damage becomes d4.
Psych 4
Range: medium
Target: single
D/M: -8/no
Effect: the target takes d8 metaphysical damage, and you remove from your damage pool the same amount of MP damage that the target takes after protection. The MP cost for this power is mental instead of metaphysical.
Half: (MP) the damage die becomes d4.
Pure 4
Range: medium
Target: single
D/M: -8/yes
Effect: the target removes d12 physical damage and gains d8 physical protection against poison. Poison powers cannot avoid this protection. The magic-user can maintain this power to continue the poison protection.
Half: (P) no effect.
Rub 5
Range: medium
Target: single
D/M: -12/no
Effect: the target becomes Mostly Dead.
Half: (P) the target takes d12 physical damage.
Size 2
Range: close
Target: single
D/M: 0/yes
Effect: choose to grant the target the large size perk or small size perk if it does not already have the perk. If the target has the opposite perk, it is temporarily negated.
Half: (P) target gains +4 on the remaining defense action.
Sleep 1
Range: close
Target: single
D/M: +4/no
Effect: the target lays down and goes to sleep as a non-action. The sleep persists as normal until the target wakes up by normal means, like loud noise or physical contact. Readying a weapon after sleep requires one action as normal.
Half: (M) no effect.
Slow 4
Range: medium
Target: single
D/M: -8/yes
Effect: the target’s initiative contest becomes one less than the lowest initiative result, its turn moves to the end of the round, it takes a -2 difficulty penalty to movement and parry contests, and one of the target’s actions each round must be used to defend against this power.
Half: (MP) the movement and parry penalty becomes 0.
Stun 2
Range: short
Target: single
D/M: 0/no
Effect: the target takes d10 mental damage.
Half: (M) no effect.
Summon 5
Range: medium
Target: multi
D/M: -12/yes
Effect: a huge creature or machine approaches and changes the conflict environment, potentially affecting postures, adding up to -10 difficulty penalty to related actions, or ending extended conflict if you choose. The summoned being does not cause Damage in extended conflict, but is very capable of destruction during role-playing or simple conflict.
Half: no defense (but to flee)!
Telepathy 2
Range: close
Target: single
D/M: 0/yes
Effect: the target gains a goal or flaw of your choice. This goal or flaw exists only in the target’s mind.
Half: (M) target gains +4 on the remaining defense action.
Telepathy 4
Range: long
Target: self
D/M: -8/yes
Effect: you communicate with the target’s conscious mind by mental telepathy. You can read the target’s subconscious mind with your maintain action unless the target reacts with a mental defense Pro which also applies toward ending the power.
Half: (M) the target gains +4 on the remaining defense actions.
Wind 5
Range: medium
Target: multi
D/M: -12/yes
Effect: the targets take -10 penalty on physical contests, or may choose to flee conflict as a non-action.
Half: (P) the penalty is reduced to -5.