Fast TTRPG Powers May v.1

Supernatural abilities granted by spells, psionics, mutations, bionics, or some other extraordinary source.

TERMS
* “NEARBY” is roughly 60 feet (20 meters) if indoors or underground, 180 feet (60 meters) if outdoors in open ground or at sea.
* “CONCENTRATE” or “WHILE CONCENTRATING” means the empowered character can only move at half speed and takes no action other than maintaining a single power effect. A power user who suffers damage must make a Constitution saving throw equal to or greater than the damage taken to avoid losing concentration and causing an effect to immediately end.
* “PER YOUR LEVEL” measures an effect or duration of a power, one unit per Level of the character (or empowered/caster level, if mixed powered and non-powered “classes”).

POWERS
* ADAPT: For 1 hour per your Level, you or one touched creature can breathe, move, and survive comfortably in one hostile environment, such as underwater, desert heat, arctic cold, thin air, smoke, or vacuum.
* AEGIS: For 1 minute per your Level, one nearby ally cannot be reduced below 1 Hit Point unless struck by damage greater than your Level x 5 in a single hit.
* AGONY: One nearby target suffers crippling pain for 1 round per your Level; it may move or act each round, but not both.
* ALARM: Ward one doorway, path, camp, or object for 1 hour per your Level; if a creature crosses or touches it, you instantly know.
* ANCHOR: Prevent one nearby creature, spirit, or object from teleporting, being summoned, being banished, or crossing dimensions for 1 minute per your Level.
* ANIMATE: Cause one nearby unattended object to move, bend, crawl, strike, or perform simple tasks for 1 minute per your Level.
* ARMOR: For up to 1 hour per your Level, you gain an Armor Class equal to 10 + your Level.
* ASCEND: For 1 minute per your Level, you or one nearby target can climb walls, ceilings, ropes, trees, cliffs, and sheer surfaces at full movement speed.
* AURA: For 1 minute per your Level, you radiate fear, courage, peace, or menace; nearby creatures who fail a saving throw suffer disadvantage or grant advantage on rolls appropriate to the aura.
* AWAKEN: Give speech, reason, and loyalty to one animal, plant, corpse, object, or construct for 1 hour per your Level. The target becomes AC 15 with Hit Points equal to your Level x 3, reverting back to normal when reduced to 0 h.p.
* BANISH: Destroy your Level’s worth of Hit Dice of nearby undead or fiends; those who save instead flee rather than be destroyed.
* BARRIER: Create a dome, shield, or curtain of force around yourself and nearby allies; it has AC 12 and Hit Points equal to your Level x 5 and lasts until broken or 1 minute per your Level.
* BEACON: Mark one creature, object, or location you can see; for hours equal to your Level, you always know its direction and distance while on the same world or plane.
* BEASTSPEAK: For 10 minutes per your Level, speak with animals and understand their moods, warnings, memories, and simple requests.
* BEGUILE: Change one target’s loyalties or emotions, lasting 1 hour per your Level or until target suffers harm from you.
* BINDING: Compel one nearby creature to either always or never do a specific action for a number of days equal to your Level; actions strongly against the target’s nature are ignored.
* BLIGHT: Cause nearby plants to wither, food to spoil, water to sour, or one living target to suffer damage equal to 1d6 x your Level.
* BOLSTER: For 1 minute per your Level, nearby allies gain bonus Hit Points equal to your Level and advantage on saving throws against fear, charm, and despair.
* BREACH: Force open one locked, barred, sealed, shielded, or magically warded door, container, portal, or barrier by rolling against the source’s power roll, else default 15.
* BURDEN: One nearby target becomes extremely heavy for 1 round per your Level, halving movement and suffering disadvantage on Strength and Dexterity rolls.
* CATALEPSY: One touched willing or helpless target appears dead for 1 hour per your Level; it does not need food, water, or air, and cannot be detected as living by mundane means.
* CENSURE: One nearby target who speaks a lie, threat, spell, or forbidden name within 1 minute per your Level suffers damage equal to your Level.
* CHAIN: Bind a number of nearby targets equal to your Level with spectral chains; restrained targets may save each round to break free.
* CHIMERA: For 1 minute per your Level, you gain one animal feature, such as claws, gills, wings, venom, thick hide, scent, night vision, or swift legs.
* CIPHER: For 1 hour per your Level, make one message, map, book, signal, or inscription readable only to creatures you choose.
* CLAIRVOYANCE: While concentrating, see and hear as though you were standing at a chosen spot up to 1 mile per your Level away.
* CLONE: Create a fragile duplicate of one nearby creature with 1 Hit Die and copied appearance, voice, and memories; it obeys you for 1 minute per your Level.
* COMMAND: Issue one clear order to a nearby target; it obeys for 1 round per your Level unless the command is suicidal.
* COMMUNE: Ask one spirit, god, ancestor, machine intelligence, or cosmic force one question per 5 points of power roll.
* COMPEL: Force one nearby target to immediately perform one simple action that does not directly harm itself.
* CONDEMN: Curse one nearby enemy; the next time it harms a creature within 1 minute per your Level, it suffers equal damage up to a maximum of 1d6 x your Level.
* CONDUIT: For 1 minute per your Level, you may deliver touch powers through a weapon, staff, symbol, shadow, reflection, wire, plant, or stream of water within 10 feet per your Level.
* CONFUSE: For 1 round per your Level, one nearby target acts unpredictably, losing its action unless it succeeds on a saving throw each round.
* CONJURE: Instantly create a permanent object into your hand from nothing; object must be worth your Level x 10 g.p. or less.
* CORRODE: Cause metal, stone, wood, bone, or flesh to rust, rot, melt, or crumble, dealing damage equal to 1d6 x your Level to one object or target.
* COUNTER: Instantly interrupt another spell or supernatural effect as it is being cast by rolling against the source’s power roll, else default 15.
* CURSE: For 1 day per your Level, one touched target suffers a specific misfortune, flaw, weakness, or supernatural mark chosen by you.
* DARKNESS: Fill a nearby 20-foot-radius area nearby with magical darkness for 1 minute per your Level; ordinary light cannot illuminate it.
* DECAY: For 1 minute per your Level, one nearby object, structure, corpse, or living target visibly weakens; attacks against it gain advantage or deal bonus damage equal to your Level.
* DEFLECT: For up to 1 minute per your Level, you or one nearby creature reduces any damage taken from every hit by an amount equal to your Level.
* DELUGE: Summon a sudden flood, wave, or downpour in a 20-foot radius nearby; creatures are knocked prone, fires are extinguished, and loose objects are swept away.
* DETECT: For 10 minutes per your Level, sense the presence, direction, and rough strength of one chosen type of thing nearby: magic, undead, poison, metal, lies, spirits, or living minds.
* DIMINISH: Shrink one nearby creature or object to half size for 1 minute per your Level; unwilling targets may save, and reduced creatures deal half damage.
* DISCERN: For 10 minutes per your Level, know whether nearby speech, writing, illusions, disguises, or memories are truthful, false, altered, or incomplete.
* DISPEL: End another’s spell or magical effect by rolling against the power of the source (opposing caster’s roll, else default 15).
* DISPLACE: For 1 minute per your Level, your image appears a few feet from your true location; attacks against you have disadvantage until one successfully hits.
* DOWSING: For 1 hour per your Level, sense the direction of the nearest water, food, shelter, metal, treasure, corpse, magic, or chosen substance.
* DRAIN: One touched living target suffers damage equal to 1d6 x your Level, and you regain lost Hit Points equal to half the damage dealt.
* DREAD: A number of nearby creatures whose total Hit Dice equal your Level must save or be unable to approach you for 1 minute.
* DREAM: Send a message, omen, nightmare, or vision into the dreams of one known sleeping target within 1 mile per your Level.
* DUPLICATE: Create a false double of yourself that looks, sounds, and moves like you for 1 minute per your Level, but vanishes if harmed.
* ECHO: Repeat the last spell, sound, spoken words, or visible action performed nearby within the last round, using your power roll as its power.
* ENGRAVE: Inscribe a magical mark, rune, warning, map, command, or curse onto one object or surface; it lasts 1 day per your Level unless dispelled.
* ENHANCE: For up to 1 minute per your Level (or until all spent), you or one nearby creature gains bonus points equal to your Level that can be spent to boost either d20 rolls (all on one action or saving throw, or divided across multiple actions by the target), or increase movement rate (+5 feet per point).
* ENSNARE: One nearby target is wrapped in vines, chains, webs, shadow, or force for 1 minute per your Level; it cannot move until it succeeds on a saving throw attempted each round.
* ENTANGLE: Cause roots, chains, shadows, mist, or invisible force to restrain nearby targets in a 20-foot radius for 1 round per your Level.
* ERASE: Remove writing, tracks, scent, memories of the last minute, or evidence of your passage from one target, object, or area.
* EVOKE: Manifest an instant blast of one elemental force (stones, fire, frost, wind, water, lightning, or radiance) that causes damage equal to 1d6 x your Level to all targets within a 20-radius sphere nearby.
* EXALT: For 1 minute per your Level, one nearby target gains advantage on all rolls tied to one chosen virtue, purpose, oath, faction, role, or mission.
* EXORCISE: Drive a possessing spirit, curse, demon, disease, or alien influence from one target by rolling against the source’s power roll, else default 15.
* FALTER: One nearby target loses its next action unless it succeeds on a saving throw; if it fails by 5 or more, it also falls prone or drops what it holds.
* FANGS: For 1 minute per your Level, you or one nearby target gains natural weapons that deal 1d6 damage and count as magical.
* FARSPEECH: Send a short spoken message to one known creature up to 1 mile per your Level away; the target may answer with one short reply.
* FEAST: Create enough nourishing food, drink, warmth, and shelter for a number of creatures equal to your Level for one day.
* FISSURE: Crack open earth, stone, ice, metal, or force in a line up to 10 feet per your Level, causing damage equal to 1d6 x your Level to creatures caught in it.
* FLARE: Create a sudden burst of light, heat, sound, or force nearby; targets in a 20-foot radius are blinded, deafened, knocked prone, or suffer damage equal to your Level.
* FLIGHT: For 1 minute per your Level, you or one nearby target can fly at normal movement speed.
* FLOURISH: Cause plants, fungi, coral, bone, hair, or flesh to rapidly grow, bloom, twist, or spread in a 20-foot radius for 10 minutes per your Level.
* FORESIGHT: For 1 minute per your Level, you cannot be surprised, and once per round may force one attack, saving throw, or action roll nearby to be rerolled.
* FORGE: Shape, weld, harden, soften, sharpen, or weaken metal, stone, glass, bone, or wood within 10 pounds per your Level.
* FORTIFY: For 1 hour per your Level, one touched creature gains Hit Points equal to your Level x 2. Once lost to damage, these extra Hit Points cannot be restored.
* FORTUNE: For 1 hour per your Level, one touched target may reroll one failed roll; this power then ends.
* FRENZY: You or one nearby target gains advantage on attack rolls and disadvantage on defense or saving throws for 1 round per your Level.
* GATE: Open a one-way passage to a known location, spirit realm, dream, or pocket dimension for 1 round per your Level.
* GLAMOUR: You make yourself or another nearby, plus any carried belongings, appear as a different type of person, or make one object appear as a different object, for hours equal to your Level.
* GRAVITY: For 1 minute per your Level, make one nearby target or object twice or half as heavy; unwilling targets may save to resist.
* GROWTH: Double or halve the size of one nearby creature, plant, or object for 1 minute per your Level.
* HALO: For 1 minute per your Level, you radiate holy, infernal, psychic, or elemental power; nearby enemies suffer damage equal to your Level when they first attack you.
* HARMONY: Communicate with and command nearby plants, animals, and weather spirits for 10 minutes per Level.
* HAUNT: For 1 hour per your Level, bind a minor spirit to one place or object; it can whisper, chill the air, move small items, or frighten intruders.
* HEAL: Restore lost Hit Points equal to your Level x 3 to one touched living target unless it is undead. This healing can also restore life to a creature that has been dead for less than 1 hour per your Level.
* HEX: Cause one target to suffer disadvantage on all rolls for minutes equal to your Level.
* HOLLOW: Remove one target’s scent, reflection, shadow, warmth, heartbeat, or aura for 1 hour per your Level, making it harder to track or identify.
* HUNGER: One nearby target is overcome by unnatural craving for food, blood, treasure, power, warmth, or attention for 1 round per your Level unless it saves.
* ILLUSION: Create false sights, sounds, smells, or sensations within Level x 10 feet, lasting as long as you concentrate.
* IMMOBILIZE: One nearby target is rooted in place and cannot move from its spot for 1 round per your Level, though it may still act.
* INSPIRE: You or one nearby target gains advantage on all rolls for minutes equal to your Level.
* JINX: For 1 minute per your Level, one nearby target suffers a mishap whenever it rolls a natural 1 to 5.
* JUDGMENT: Name one creature type, faction, bloodline, sin, oathbreaker, or marked enemy; one nearby target matching it suffers damage equal to 1d6 x your Level.
* KNOWING: Ask the GM one question about a creature, place, symbol, monster, or magical effect you can see or touch per 5 points of power roll.
* LANTERN: Create a floating light that follows you, reveals invisible things within 10 feet, and lasts 1 hour per your Level.
* LEVITATE: Lift yourself, one nearby creature, or one object vertically up or down at your movement speed for 1 minute per your Level.
* LIGHTNING: While outdoors, cause lightning from the sky to strike a target for damage equal to 1d6 x your Level; add your Level as damage against targets wearing metal armor.
* LURE: Force one nearby target to move toward a person, object, sound, scent, or image for 1 round per your Level unless it saves.
* MASK: Hide one target’s alignment, thoughts, magic, identity, species, or true form from detection for 1 hour per your Level.
* MEMORY: Read, erase, restore, or alter one memory in a touched target; false or altered memories last 1 day per your Level.
* MEND: Repair one broken object, weapon, tool, machine, door, wall section, or construct with total size or value no greater than your Level x 100 g.p.
* MESMERIZE: One nearby target that can see you cannot move or do actions while you concentrate.
* METAMORPHOSIS: For 1 minute per your Level, your body changes into mist, water, fire, or shadow, allowing you to fly at your movement speed and pass through narrow cracks.
* MINDLINK: Link a number of willing minds equal to your Level for 1 hour; linked creatures can silently communicate across 1 mile per your Level.
* MIRAGE: Make a room, road, camp, ruin, forest, or small battlefield appear completely different for 1 hour per your Level.
* MIRROR: For 1 minute per your Level, create shimmering duplicates around yourself; the first attack against you each round has disadvantage.
* MUTE: Prevent one nearby target from speaking, casting verbal spells, shouting, or making deliberate sound for 1 minute per your Level.
* NULLIFY: Suppress one nearby magical item, supernatural ability, mutation, or ongoing power for 1 round per your Level by rolling against the source, else default 15.
* OBFUSCATE: Cause a number of nearby targets equal to your Level to forget your presence, overlook one obvious fact, or accept one false explanation for 10 minutes per your Level.
* OBSCURITY: Cause your name, appearance, and identity to become impossible to remember by others or be recorded in documents or surveillance for 1 minute per Level. You are not invisible, but simply hard to recall or single out of a crowd or experience.
* OMEN: Learn whether one named creature, object, location, or action is blessed, cursed, dangerous, false, hidden, or near.
* OOZEFORM: For 1 minute per your Level, your body becomes soft and boneless, letting you squeeze through cracks, ignore falling damage, and resist weapon damage by your Level.
* ORACLE: Receive a cryptic sign about whether a planned action is likely to bring benefit, danger, both, or neither within a number of days equal to your Level.
* PARALYZE: One nearby target cannot move, speak, or act for 1 round per your Level unless it succeeds on a saving throw each round.
* PASSAGE: Open a temporary path through one wall, door, barrier, crowd, thicket, cliff, or sealed surface for 1 round per your Level.
* PETRIFY: Cause a total of 1 Hit Die per your Level worth of chosen creatures nearby to turn into stone statues for 1 hour per your Level.
* PHANTASM: Create a terrifying vision in the mind of one nearby target; it suffers disadvantage on all rolls and must save each round or flee.
* PIERCE: For 1 minute per your Level, you or one nearby target can see through darkness, disguises, illusions, concealment, or thin barriers.
* PLAGUE: Infect one touched target with a supernatural disease; each day for Level days, it must save or suffer damage equal to your Level.
* PRECOGNITION: Ask the universe (the GM) for answers about likely future events per 5 points of power roll (1 to 4, nothing; 5 to 9, one answer; 10 to 14, two answers; etc.).
* PRESERVE: Protect one corpse, object, meal, message, wound, or structure from decay, rot, rust, fire, water, insects, or time for 1 day per your Level.
* PRISM: Split one spell, beam, gaze, or energy attack aimed at you into harmless colors unless its source succeeds against your power roll.
* PROPHECY: Declare one likely event involving a named person, place, or object; within 1 day per your Level, you gain advantage when acting to bring it about or prevent it.
* PROTECTION: For 1 hour per your Level, one touched target cannot be approached or touched by a chosen type of creature (goblins, undead, fiends) unless it succeeds on a saving throw.
* PSI SHIELD: Give yourself or one nearby mind a bonus equal to your Level for Intelligence, Wisdom, and Charisma saving throws while you concentrate.
* PSYCHOMETABOLISM: Restore lost Hit Points to yourself equal to your power roll total. For 1 minute per your Level, you also gain advantage on Strength, Dexterity, and Constitution rolls.
* PSYCHOMETRY: Ask the universe (the GM) for answers about a touched object’s history, past events, location, or previous owners per 5 points of power roll (1 to 4, nothing; 5 to 9, one answer; 10 to 14, two answers; etc.).
* PURIFY: Roll against a target number from the source (opposing caster’s roll, else default 15) to remove poison, disease, curses, magical and supernatural influences.
* PUSH: Release a wave of force, sound, emotion, or psychic pressure; nearby targets must save or be moved back 5 feet per your Level.
* QUICKEN: For 1 round per your Level, one nearby creature doubles its movement rate and gains advantage on Dexterity rolls.
* RAGE: One nearby target gains bonus damage equal to your Level but cannot cast spells, retreat, hide, or act cautiously for 1 minute.
* RECALL: Instantly return one object you own, or one willing creature you have marked, to your hand or side from up to 100 feet per your Level away.
* REFLECT: For 1 round per your Level, the first spell or ranged attack that misses you each round is turned back toward its source.
* REGENERATE: One touched living creature regains 1 Hit Point per round for 1 minute per your Level, and may regrow a lost minor body part over 1 day.
* REND: Tear open flesh, armor, stone, wood, or force, dealing damage equal to 1d6 x your Level to one nearby target or barrier.
* REPEL: For 1 minute per your Level, one chosen creature type, element, spirit, or force cannot come within 10 feet of you unless it saves.
* RESIST: For 1 hour per your Level, one touched creature gains advantage on saving throws against one chosen danger, such as poison, fire, fear, disease, magic, or mind control.
* RESONATE: Cause glass, metal, stone, bone, crystal, or machinery nearby to vibrate violently, breaking fragile objects and dealing damage equal to your Level to creatures in contact with them.
* RESTORE: End blindness, deafness, paralysis, petrification, exhaustion, madness, or one lost ability in a touched target by rolling against the source’s power roll, else default 15.
* REVEAL: Make invisible, hidden, disguised, or magically concealed creatures and objects within 10 feet per your Level plainly visible for 1 minute per your Level.
* ROOTS: Cause roots, stone hands, ice, tar, or shadow to erupt from the ground; creatures in a 20-foot radius nearby have their movement reduced to zero unless they save.
* RUIN: Cause a number of nearby targets equal to your Level to instantly suffer damage equal to 1d6 + your Level.
* SANCTUARY: For 1 minute per your Level, enemies must succeed on a saving throw before they can attack you or one protected nearby target.
* SCRY: View a known creature, object, or location from afar for 1 minute per your Level, though powerful wards or unfamiliar targets may require a roll.
* SCULPT: Shape earth, ice, fire, water, smoke, shadow, or light into simple forms, barriers, tools, or images for 10 minutes per your Level.
* SEAL: Lock one door, chest, portal, mouth, wound, or passage with supernatural force for 1 hour per your Level.
* SEVER: Cut one magical bond, oath, charm, possession, telepathic link, curse, or summoned creature’s connection by rolling against the source’s power roll, else default 15.
* SHATTER: Break one nearby object, weapon, shield, door, lock, or section of brittle material; magical or held objects may save to resist.
* SHELTER: Create a hidden, weatherproof camp, hut, chamber, or pocket refuge for 1 hour per your Level. The shelter can hold one human-sized creature per your Level.
* SHROUD: For 1 minute per your Level, surround yourself with mist, smoke, insects, darkness, sparks, or swirling leaves; attacks against you from beyond 10 feet have disadvantage.
* SILENCE: Create a nearby zone of supernatural silence with a radius of 5 feet x your Level, lasting for 1 minute per your Level.
* SLEEP: Cause a total of 1 Hit Die per your Level worth of chosen creatures nearby to fall into a deep slumber until shaken awake, harmed, or 1 hour passes.
* SLOW: One nearby target moves at half speed and acts last each round for 1 round per your Level.
* SMITE: Cause 1d6 x your Level in radiant damage to a target; double damage against undead and fiends.
* SNARE: For 1 hour per your Level, place an invisible magical trap on one spot or object; the next creature to touch or cross it is restrained, harmed, frightened, or marked.
* SOULBIND: Bind one willing or helpless spirit (ghost, elemental, faerie, or other) into a body, object, weapon, place, or gem for 1 day per your Level.
* SPARK: Ignite, freeze, soak, chill, heat, magnetize, or electrify one nearby object or small area, causing minor effects or damage equal to your Level.
* SPEAK: For 10 minutes per your Level, understand and be understood by any living creature, spirit, corpse, machine, or written language chosen when cast.
* SPELLWARD: For 1 minute per your Level, one touched target gains advantage on saving throws against spells and reduces magical damage by your Level.
* SPIRITFORM: For 1 minute per your Level, you become ghostlike, allowing you to pass through creatures and thin barriers but not solid walls of stone or metal.
* STASIS: Suspend one willing or helpless target in time for 1 hour per your Level; it does not age, bleed, breathe, heal, hunger, or perceive anything.
* STONEFLESH: For 1 minute per your Level, one touched creature gains Armor Class equal to 10 + your Level but moves at half speed.
* STORM: Create harsh wind, rain, hail, dust, fog, or thunder in a 100-foot radius for 10 minutes per your Level.
* STRIDE: For 1 hour per your Level, you or one nearby target ignores difficult terrain, leaves no tracks, and can move across mud, snow, water, or loose rubble.
* SUMMONING: For 1 minute per your Level, one or more obedient creatures appear from nothing; total Hit Dice from all creatures equals your Level.
* SWAP: Instantly exchange positions with one willing creature, unattended object, shadow, reflection, or marked point within 10 feet per your Level.
* SWARM: Summon insects, rats, bats, birds, fish, sparks, knives, or crawling shadows in a 20-foot radius for 1 minute per your Level; creatures inside suffer damage equal to your Level each round.
* TELEKINESIS: Lift nearby weight equal to 100 lbs. x your Level without physically touching it, or instantly cause damage equal to 1d6 x your Level to a nearby target.
* TELEPATHY: Communicate mind-to-mind with a nearby creature, probe its thoughts and memories while concentrating, or impose a new or altered memory that lasts for 1 day per your Level.
* TELEPORTATION: Instantly move yourself, one willing target, or an object over a distance equal to 10 feet x your Level without crossing the distance between points.
* TERRIFY: Nearby enemies whose total Hit Dice do not exceed your Level must save or flee from you for 1 minute.
* TERROR: One nearby target sees its worst fear for 1 round per your Level; it must save each round or flee, freeze, or drop what it holds.
* THORN: Cover your body or one nearby target in spines, flames, sparks, frost, or jagged force for 1 minute per your Level; attackers who hit the target suffer damage equal to your Level.
* THUNDER: Create a deafening crash; nearby creatures suffer damage equal to your Level and must save or be knocked prone.
* TRACE: Follow the magical, psychic, spiritual, or physical trail of one creature or object for 1 hour per your Level.
* TRANSFORM: Change one nearby thing into another thing of the same type (people into animals, plants to different plants, one element into another element), harmlessly lasting minutes equal to your Level.
* TRANSMUTE: Change one substance into another similar substance, such as iron to lead, water to wine, flesh to clay, or stone to glass, affecting up to 10 pounds per your Level.
* TREMOR: Shake the ground in a 20-foot radius nearby; creatures fall prone, loose objects topple, and fragile structures suffer damage equal to 1d6 x your Level.
* TRUESTRIKE: Your next successful attack within 1 minute ignores armor, concealment, cover, or supernatural defenses and deals bonus damage equal to your Level.
* UNDEATH: For a total of 1 Hit Die per your Level, turn corpses into animated skeletons (1 Hit Die each) or zombies (2 Hit Dice each) that obey your commands.
* VANISH: Turn yourself or one nearby target invisible for 10 minutes per your Level; if the target makes an attack or casts a spell, the invisibility immediately ends.
* VEIL: Hide one creature, object, doorway, camp, or small structure from mundane sight for 1 hour per your Level.
* VENGEANCE: Mark one enemy who harmed you or an ally; for 1 hour per your Level, your first successful hit against that target deals bonus damage equal to your Level.
* VIGOR: For 1 hour per your Level, one touched living target ignores fatigue, hunger, thirst, pain, poison penalties, or exhaustion.
* VINES: Create climbing, grasping, blooming, poisonous, or thorny vines in a 20-foot radius for 10 minutes per your Level.
* VISION: Question the cosmos (the GM) for answers per 5 points of power roll (1 to 4, nothing; 5 to 9, one answer; 10 to 14, two answers; etc.).
* WALL: Create a wall of stone, fire, ice, thorns, wind, water, shadow, or force up to 10 feet long per your Level, lasting 1 minute per your Level. Each 5-foot section is AC 15 and has Hit Points equal to your Level x 5.
* WARD: Lasting minutes equal to your Level, divide a number of bonus points equal to your Level among yourself and nearby allies; each point grants +1 Armor Class and +1 to saving throws.
* WARP: Open a doorway that lasts 10 seconds and connects either two known locations up to 1 mile per your Level apart, or your current location to its corresponding place in another dimension.
* WEAKEN: One nearby target suffers a penalty equal to your Level divided among Armor Class, damage rolls, movement rate, or saving throws for 1 minute per your Level.
* WHISPER: Send your voice to any point you can see, or to one known creature within 1 mile per your Level.
* WILDSHAPE: Transform your body and belongings into various animal forms during a period lasting 1 minute per your Level.
* WINTER: Freeze water, coat surfaces in ice, extinguish flames, and chill nearby targets, causing damage equal to your Level or slowing movement by half.
* WITHER: One touched living target ages, decays, stiffens, or wastes away, suffering damage equal to 1d6 x your Level.
* WITNESS: Replay ghostly sights and sounds from events that occurred in your current location within a number of days equal to your Level.
* WOUND: Open or worsen injuries in one nearby living target, causing damage equal to 1d6 + your Level and preventing healing for 1 round per your Level.
* YOUTH: One living target becomes one month younger per your Level, down to a youthful limit decided by the target.