The following is the default powers list from 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 magicuser
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 visionbased
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 roleplaying
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.