Home > Rulebook > Powers
Powers are your magical abilities, things that are typically fairly supernatural and require MP to use. Powers are extremely strong and versatile and can be used for many things, depending on the kind of powers that you invest in, they can affect both combat and role play scenarios as well as help solve puzzles that are too troublesome to solve. Powers are always active abilities, you need to activate them for them to work, expending MP in the process.

Powers are categorised by their school of powers, these are:

Protection

Transmutation

Destruction

Restoration

Conjuration

Hex

Illusory

Acoustics

Naturalism

Thaumaturgy

Continuity

Necromancy

Nanomancy

Psionics

Chimerism