"We used to consider people who believed in magic crazy. Maybe they were right all along and the magic just made them crazy."

Name - self explanatory
Requirements - prerequesites to learn power
San - sanity cost to cast
Range - how far it can go (independent of personal max range, see dex for that)
Cost - xp cost to learn
--<name> means it is the second tier of a power and the former level must be acquired first

There are advanced tier spell lists but you have to unlock them first. But rest assured, the instant you fight an Azeral shaman they're gonna start spamming those.

Psychic

Name Req San Range Description Cost
Confusion 10 will 5% 20 Target makes a will save at -2. If they fail they lose 5% sanity. 50
--Delusion 12 will 8% 20 Target makes a will save at -3. If they fail, they lose 10% sanity. 125
--Shared Madness 14 will 10% 20 Target makes a will save at -4. If they fail they lose 15% sanity. 250
Empathy 10 will 4% 10 Grants +3 to social skill against target. 50
--Read Mind 12 will 10% 10 Lets you outright read the mind of the target. They get to make a -2 will save to resist. 150
Mind Blast 11 will 5% 30 A burst of physical force. Deals [will] damage to torso. 100
Owl Eye 12 Will, Empathy 7% 30 Tap into the minds of everything for a brief second and see through their eyes briefly. This power can only be resisted by the rebuke defense action. Otherwise the caster is now aware of their location. 150
Psiblade 10 will x% self Summon a psychic blade around your hand. The blade does xd4 damage and has AP:x. X equals 1 for every 4% of sanity spent. If you have the talent "technique" it can gain either str or dex as its bonus. 100
--Instant Psiblade 11 will x% self Same as psiblade, but can be cast as a free action 100
Shockwave 14 will 10% 8 Cost 2 actions. Everything within the range of this ability are pushed away violently. They take 1d4 if thrown, if they collide with something that doesn't move they take 3d4, if they collide with someone else that someone else takes 2d8. Damage is done to torso. Cannot be dodged unless it gets out of area of effect. 125
Singularity 14 will 10% 10 Cost 2 actions. Everything within the range of this ability are drawn towards you violently. They take 1d4 if thrown, if they collide with something that doesn't move they take 3d4, if they collide with someone else that someone else takes 2d8. Damage is done to torso. Cannot be dodged unless it gets out of area of effect. 125
Telekinetic Armor 13 will 6% self A physical layer of kinetic energy gives you +4 DR against an attack. Can be used as a defensive action. 100
--Telekinetic Wall 14 will 12% 1 A barrier of telekinetic power protects you from all incoming ranged attacks. Does nothing against powers. Stays up until the start of your next turn. Can be used as a defensive action. 200
Telepathy 10 will 2% 50 Project your voice mentally to known target within range. 50
Throw 10 will 4+x% 20 Costs 2% per 100lbs the object weighs, violently throws one object away from you but can be angled as long as its getting further from you. If thrown object is a person they take 1d4 damage, if they collide with something that doesn't move 3d4. If object collides with a person, 1d8 per 100 lbs. Object picked up must be within 20m, but can be thrown up to 5m regardless of where they were picked up. Damage is done to torso. Cannot be dodged. 150

 

Advanced Psychic

Name Req San Range Description Cost
Anethesize 13 Will 5% 20m Target acts as if limbs were not damaged (still affected by broken). Target loses 2hp of damaged areas per action taken with damaged areas. 200
Burden Read Mind 3% 30m Friendly (willing) target sacrifices x sanity, you gain x sanity. You pay this ability's cost before regaining sanity. 200
Mind Rip Read Mind 15% 10 Same as read mind, but -4 will save to resist. 300
Paranoia Empathy X% 30m x=# of targets*4, target(s) take -3 to all actions that do not involve defending, hiding, or fleeing. Does not work with Synaptic Static. 200
Psychic Sword Instant Psiblade x% Self Summon a psychic sword in your hand. The blade does xd6 damage and has AP:x. X equals 1 for every 6% of sanity spent. If you have the talent "technique" it can gain either str, dex, or will as its bonus. 200
Synaptic Static 13 will 8% 20m Disrupts the mind of targets, all defense actions have double flinch penalties. 200
--Disarray 14 Will 12% 20m Target cannot take defense reaction until the start of their turn. 300

 

Pyromancy

Name Req San Range Description Cost
Burning Rain 10 will 5% 40 A 10 meter area begins to rain sparks that burst into flames on contact for 2 rounds. Every turn spent in this area deals 6d4 damage to torso. Afterwards the area is on fire, which does 2d4 damage to legs if stepped on. Each damage die is reduced by DR. 150
--Meteor 14 will 8% 30 You throw a giant ball of fire. Choose a 6x6 location, at the start of your next turn it will land and explode in that area dealing 2d12+[will] damage to all locations to anyone caught in it. The damage counts as one hit for purposes of DR. 200
Explode 10 will 3% 40 Target an existing flame, it explodes in a shockwave that reaches out 3 meters in all directions from its origin. Anyone hit by this takes [Will] damage to all hit locations. Can still be blocked to reduce damage. A blocked Explode will not hit torso or head. Dodge must land outside of blast range. 150
Fire Walker 12 will 8% 40 You teleport to a flame within range that you reasonably know is there. It will not burn you to stand on. 125
--Phoenix 14 will 19% self You become living fire for 5 minutes. Physical weapons cannot harm you. All pyromancies are free of sanity cost. You gain +4 will. All damage dealt to you hits all hit locations. If you touch water you instantly die. 250
Flame Wall 11 Will 5% 20 Cost 2 actions. Raise a wall of fire 10 meters long in any orientation. Touching the wall does 1d12 fire damage to all hit locations. If a character is in the wall when it is made, they cannot block. 150
Inferno 12 will 6% self Everything within 3 meters of you takes 1d8 fire damage to both legs. Those spaces are now on fire for one minute. 125
Sear Wound 10 will 2% Touch Safely stop the "Bleeding" condition without medical skill check. 50
Spark 11 will 4% 10 A ranged attack that deals [Will/2] damage. Roll for hit location. 50
--Cinder 12 Will 5% 15 A ranged attack that does [Will] damage. Roll for hit location. 100
--Raze 13 Will 8% 10 A ranged attack that does [Will] damage to all hit locations. 150
--Scorch 14 Will 10% 25 A ranged attack that does [Will] damage in a 3x3 meter blast to all hit locations. Dodge must land outside of blast radius. Blast radius can be expanded by 1 meter by doubling sanity cost for each addition. 200

 

Advanced Pyromancy

Name Req San Range Description Cost
Annihilate Explode 7% 40 All existing flames within range trigger the "explode" ability. Overlapping areas deal double damage. 200
Fuel 14 Will 10% 20 Can be used as a defense, free, or out of combat action. Taking fire damage heals your hp (will not fix broken status). 200
Pyre Fire Walker 2% Self Does not cost an action. You cannot take any actions this turn except cast pyromancies. You cannot take any defensive actions until your next turn. You may cast 3 pyromancies this turn, they cost an additional 2% sanity each. 200
--Eternal Pyre 16 Will 4% Self As pyre, but you have an extra 5DR until the start of your next turn. 200
Twin Meteor Meteor 12% 30 Throw two meteors to separate locations. 200
World on Fire Inferno 20% 20 Everything within range takes [Will/2] fire damage to all hit locations every time they take an action, including defense and free actions. Lasts until the start of your next turn, takes two actions to cast. 300

 

Shadowmancy

Name Req San Range Description Cost
Crouching Fangs 11 will 6% 20 A series of black spikes sprout up and stab target for 1d8 AP:3 damage to legs. Provokes a constitution save, failure renders target prone. Hits all locations against prone opponent or targets low to the ground. Target must be in contact with ground. 75
--Bed of Nails 12 will 10% 20 As crouching fang, but in a 3m wide 20m long line that goes through obstacles. 125
--Dark Forest 14 will 16% self Everything within 30 meters of you is struck by "Crouching Fangs" and then takes on the properties of the "Hazard" power below. 250
Blacken 10 will 6% 20 Target vision becomes dark and takes -4 to all combat rolls except block. 100
Creeping Darkness 10 will 5% 20 A supernatural shadow flows outward from you and extinguishes every light source it can cover within 20 meters. 125
Dancing Shadows 11 will 6% self Anyone who can see any space that is within 4 meters of you makes a -1 perception check or loses 5% sanity every turn that they do not succeed this check. Lasts 5 minutes. 100
Expose 13 will 8% 20 A ranged attack that cannot be blocked or dodged. It does 0 damage AP: 10. Against armor with no durability it reduces their DR by 5 permanently. 125
False Self 10 will 4% 30 Create an illusion of yourself. The illusion can talk, but you cannot see or hear through it. It has 1 hp and cannot take combat actions. 75
Gripping Shadows 11 will 6% 20 A shadowy mass comes out of the ground and tries to grab the target. Provokes a str check with a 10 flat check requirement. Failure causes them to lose their next turn and they cannot use reactions. 125
Hazard 12 will 8% 30 An obstacle becomes malevolent and any who come within 1 meter of it will be attacked by a 1d6 AP:4 attack as a reaction. If they remain there they will take the same attack twice each turn. Lasts 5 minutes. 100
Infect 12 will 8+X 30 Force a random disease con check with a flat check of 12 minimum. Increase flat check by 1 by paying 3% more sanity per increase. 125
Living Shadow 10 will 5% self While standing in shadow a perception flat check of 11 is required to attempt a roll to see you. This effect ends if you use a non-shadowmancy power or fire a weapon. It does not end if you use melee. 100
--Pure Shadow 11 will 9% self While standing in shadow you are literally invisible. A flat check of 14 perception is required to figure out you're there. It ends if you attack, cast, move, or take a defensive action. If someone knows you are there and attacks their ranged or power skill takes a -5 penalty. Does not apply to AoE's. 150
--Night Crawler 12 will 10% Self You become a living shadow and creep along. You may use the effect of Pure Shadow while moving if you are not exposed to light. If exposed to light a flat check is not required to take a perception check. 200

 

Advanced Shadowmancy

Name Req San Range Description Cost
Death Spike Crouching Fangs 9% 20 A single massive spike erupts under target for 2d8 AP:3 damage to the torso. If target moves after a successful spike, they take 1d8 AP:3 damage. Can target the head of prone targets on a hit location roll of 4 or higher. 200
Imitate Dancing Shadows /Illuminati x% x Cast the last power target casted at the same cost+5% sanity. Range is equal to the powers range, but can be improved by talents regardless of target having them. 200
Obscuring Mass False Self 10% self Can be used after taking or failing a defense action. If you were hit in only one hit location, move it to any other location. Overrides effects that hit specific locations. 200
Opening Expose 14% 20 Until your next turn, target DR is zero in chosen hit location. 250
Setup Infect 11% 20 Declare a defense action type, if the target takes that action type before your next turn they take 3d8 AP:5 damage to the torso. This can only be stopped by rebuke. 200
Suffocating Shadows Gripping Shadows 10% 20 As gripping shadows, but the str flat check is equal to your will -4 and the str skill roll is made at -3. 200