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Shadowlands

Power Words

Powers and Partial Powers

Intro

Invasive Power words generally require a psychic advantage over the target in order to succeed, however it the targets true name is known they will be effective regardless of any psychic differential.

What can Power Words do?

Power Words produce immediate, short-term, usually single-target effects.  They feed off the user's life force, eventually leading to exhaustion.

Power words last only a few seconds, then fade.  Advanced levels of Power Words can produce longer lasting, more intense, or area-effect magics.

Power Words come in many different forms.  The classic form is spoken words of power, but they also may come in the forms of drawn symbols, origami, special knots in ropes, etc.  The beginner must pick a specific form, but can then learn alternate methods of performing power words by spending points later (orduring character creation, for that matter).

How Do I Learn Power Words?

As with Conjuration and Sorcery, the first stage of learning power words is some sort of magical initiation.  This varies by style (rune masters hang from trees, knot-tyers face a night naked with the spirits, word speakers must practice some virtually impossible to pronounce poem until finally they get it right, etc).  In game terms, Magical Initiation costs five points and grants the ability to now buy Power Words (or other Magical powers).  The character can now see magical energies, enabling them to detect spells in progress, magical items, and enchantments.  They can also tell if the shadow they are in allows magic and with time can find the sources of magical energy in it.

Using Power Words

How Many Power Words Can I Do Before I Fall Down and Can't Get Up?

Power Words cause fatigue (1 point for a Basic power word, 2 for an Advanced power word, and 4 for an Exalted power word).  One moves along the Scale of Exhaustion at a speed dependent on one's Endurance.

The Scale of Exhaustion:

State \ Endurance

Human

Chaos

Amber

Amber (Ranked)

Just Fine.  You're not tired at all

0-3

0-6

0-12

Divide the lower of Endurance:Physical or Endurance:Mental by 3 and add that to 12.  That's the # of points of power words you have to utter to be shoved up one step on the table.  (For example, if Corwin has End 99, he can utter 33+12=45 points of power words before he becomes Tired)

Tired.  You need rest, but can still move around or fight as needed

4-6

7-12

13-24

Divide the lower of Endurance:Physical or Endurance:Mental by 3 and add that to 12.  That's the # of points of power words you have to utter to be shoved up one step on the table.

Exhausted.  You can just barely move, but mostly you lie around exhausted

7-9

13-18

25-36

Divide the lower of Endurance:Physical or Endurance:Mental by 3 and add that to 12.  That's the # of points of power words you have to utter to be shoved up one step on the table.

Unconscious.  You collapse and slumber for a long time

10-12

19-24

37-48

Divide the lower of Endurance:Physical or Endurance:Mental by 3 and add that to 12.  That's the # of points of power words you have to utter to be shoved up one step on the table.

Mortally Wounded:  Your lifeforce is ebbing, and you need help fast

13-15

25-30

49-60

Divide the lower of Endurance:Physical or Endurance:Mental by 3 and add that to 12.  That's the # of points of power words you have to utter to be shoved up one step on the table

You drop quite dead

16-18

31-36

61-72

Divide the lower of Endurance:Physical or Endurance:Mental by 3 and add that to 12.  That's the # of points of power words you have to utter to be shoved up one step on the table

Explode and fail to have any effect: Any expenditure which goes past the 'drop quite dead' level kills you and the power word doesn't actually go off because you didn't have enough juice for it.  Sorry

19+

37+

73+

 

Contents

Magical Initiation (05 points)

The character has the potential to develop skills with power words, sorcery, and conjuration/artificing. The character can now see magical energies, enabling them to detect spells in progress, magical items, and enchantments.  They can also tell if the shadow they are in allows magic and with time can find the sources of magical energy in it.

Power Words (05 points)

The character has been taught the basics of one form of Power Words, usually the Spoken Form. The character knows how to speak, draw, or carve them to initiate their effects. Each actual word must be learnt separately.

Basic Power Words (1 point each)

Some of these are slightly changed from their canonical rules descriptions, while others are new.
Unless specifically state in the descriptions the durations are

The Power Word types are indicated by a pair of letters following the name. The first letter designates the target affected and the second the area of effect.

Targets are

Areas are

Balance [S][T]--This briefly increases your coordination and balance.  Useful for things like tightrope walking and not stumbling over the edge of cliffs.

Burst of Magic [S][R]--This triggers a small burst of magic.  It can be used to immediately cast a Petty level spell even in a place where magic normally fails. It will slightly augment an extant spell's power level. It can also be used to trigger a magical item's functions (A rather dangerous use).

Burst of Psyche [S][T]--This will briefly augment your Psyche:Willpower by the greater of 5 points or 15%. Note a Human+5 Psyche is still weaker than a Chaos Psyche. If you're looking for a way to defeat Fiona then this is not it - unless you think you're close already.

Burst of Strength [S][T]:There are 4 forms of this Power Word which each act on a different Strength sub-attribute - Bench Press, Lift, Torsion, Impact.This will briefly augment the appropriate sub-attribute by the greater of 5 points or 15%, allowing the delivery of a powerful blow, or the ability to lift an object heavier than normal.

Burst of Speed [S][T]: Momentarily speeds the character up. Most useful when you are trying to escape/outrun someone and a last burst of speed would really help. Can be a slight benefit in combat by speeding up a swing, but really designed for running, dodging and diving for cover.

Burst of Toughness [S][T]--This briefly hardens you against a blow, confering resistant to normal weapons, there by slightly reducing the damage it causes.  Especially useful for when you're falling; use it right before you hit.

  Human Chaos Amber Ranked
Duration Instant 3 Seconds 5 Seconds 5 + Psyche:General/10 Seconds

Burst of Trump [O][R]--This creates a surge of trump energy. It will trigger trump traps (good for studying them without being caught in them), activate trump devices, and help break through Trump Jamming. Does mean things to Logrus tendrils.

Defensive Luck [S][T]--Causes a bit of luck which can save your ass from a poor combat decision, assuming the odds aren't TOO hard against you.

Fumble [O][T]--Causes the target to briefly have a klutz attack and lose their grip on something. Tightly held objects (like weapons in combat) become vulnerable to disarming, while loosely held objects (a weapon just drawn, a bottle you're trying to open, etc) will be dropped entirely.

Induce Boredom [O][A]--You've all known teachers and bosses with this one.  The target briefly becomes bored with life and unalert. It works very poorly in combat, but rather well against people like security guards you need to sneak past.

  Human Chaos Amber Ranked
Radius 1 feet 3 feet 5 feet 5 + Psyche:General/10 feet

Induce Euphoria [O][A]-- The target feels happy and euphoric for a few seconds. An nonaggressive target will generally stop noticing what is going on around them for the duration. While not as useful in combat as a Neural Disrupt, it has the advantage that the target may not realize that the happiness was caused by someone else.

  Human Chaos Amber Ranked
Radius 1 feet 3 feet 5 feet 5 + Psyche:General/10 feet

Induce Fear [O][A]-- Fills the target with irrational terror. If the user of the Power Word has a superior Psyche, the target will lose all concentration and panic for a second. Animals, or creatures of similarly low intelligence, will generally bolt and keep running even after the fear fades, not realizing that the fear was produced by a Power Word.

  Human Chaos Amber Ranked
Radius 1 feet 3 feet 5 feet 5 + Psyche:General/10 feet

Light Strobe [N][A]--Light Strobe causes a flash of light.  Useful for sight or blinding people.

Lifeforce [S/O][T]--A burst of lifeforce will revive sleeping or knocked out people, help someone escape being on the verge of death, and reduce the stress of shapeshifting. It also will make very tired people briefly more alert.

Pain Attack [O][T]--This causes a brief surge of agony in the target.

Process Surge [O][R]--This will cause some electrical, chemical or mechanical reaction to briefly flare up. Delicate equipment may be wrecked by this.

Shade [N][A]--This causes the surrounding area to briefly get darker. Mostly useful for scaring the weak-minded

Spark [N][A]--This causes a small spray of sparks. It's enough to ignite a fire, light fireworks or a cigar, or cause some mild pain to a victim.

Thunder Peel [N][A]--Nothing says 'I am Wizard, Hear me Roar' like a clap of ominous thunder.

Cooking

Brown [N][R]--This will brown about one 12" frying pan containing about 2lbs worth of meat.

Boil [N][R]--This will bring a 9" Saucepan containing about 5 pints of water and its contents to the boil. Multiple powerwords may be required to actually cook the food.

Chop [N][R]--This will chop or dice about 5 pounds of vegetables, meat, or fruit into small cubes for cooking.

Peel [N][R]--This will peal about 5 pounds worth of vegetables ready for cooking. Use on potatoes, carrots, onions, leeks, swedes, etc.

Scramble [N][R]--Scrambles one 12" frying pan worth of eggs,milk and butter.About 1 dozen eggs, two pints of milk, and a copule of ounces of butter.

Season [N][A]--This will season one small cook pot worth of food.  At this level,it will only simulate one spice.

Skin [N][A]--This will strip the skin from about one chicken worth of meat.  It only works on dead things, so no trying to skin the living, bucko.

Stir [N][A]--This will stir up to about 3 gallons worth of liquid, soup, or stew.  Be warned that some liquids are volatile.

Tenderise [N][A]--This will tenderise about 3 lbs meat.

Prepare [N][R]--This will clean and remove detritus from about 5 pounds worth of vegetables ready for cooking or chopping. Use on cabbage, letuce, and other such vegetables

Disrupts/Negations

Chaos Negation [O][T]--This is intended for self-protection against Chaos attacks(usually Logrus). It works best as an internal defence, but with sufficient Psyche advantage, you can zap Chaos manifestations in the world around you.

Coordination Disrupt (aka Stumble) [O][T]--The victim stumbles.  Those whose Strength is substantially lower than your Psyche may fall down. Very nasty to people in situations like edges of cliffs, tightropes, etc.

Item Negation [O][R]--Item Negation is used to briefly knock out the special powers of items for a few seconds.  If the item is being held or carried by another sentient being, they can defend it with their psyche in addition to the resistance the item gains from its creator's psyche (Items resist Negation with 2/3rds the Psyche of the item's creator). Items which have been conjured may dissolve away completely if successfully Item Negated by someone with enough of a Psyche advantage.

Magic Negation [O][R]--Magic Negation knocks out spells in the process of being cast, or which are hanging around, taking up space.  They resist with the psyche of their creator.

Neural Disrupt [O][T]--This triggers a nervous twitch as you briefly disrupt the victim's nervous system.

Pattern Negation [O][R]--This is intended for self-protection against Pattern attacks.  It works best as an internal defence, but with sufficient Psyche advantage, you can zap Pattern manifestations in the world around you.

Process Snuff [O][R]--This briefly dampens some electrical, chemical or mechanical reaction in process, such as causing an engine to briefly stall, or a fire to nearly gutter out.  Multiple Process Snuffs in quick succession will kill the process entirely.

Psychic Disrupt [O][T]--This disrupts the victim's ability to concentrate, causing them to briefly lose control of any powers they're using which require concentration (For example, if using the logrus, all the tendrils they're controlling will flail randomly for a second or two.)

Resume True Form [O][T]--This forces the target to assume their most natural form.  Be warned that for Chaosians, Demon Form is in fact their most natural form...A victim with Advanced Shapeshifting will have a choice of their base forms.  Someone with Exalted Shapeshift will simply laugh at your petty little power word, though even he will flicker if you have a psyche advantage on him.

Sound Disrupt [N][A]--This creates a brief burst of silence around you.

Trump Disrupt [O][T]--Trump Disrupt may knock out an active Trump connection. Depending on your Psyche and your opponents skill you will either succeed or not. Don't try this on Brand.

Weaken Structure [N][T]--This briefly creates a weak spot in something solid, which can then be exploited to break it if you're quick. One punch or blow can be delivered to an object every 3 seconds. For humans this means they get one chance to shatter/break an object, Chaosians 2, Amberites at least 3.

  Human Chaos Amber Ranked
Duration:object Instant 3 Seconds 5 Seconds 5 + Psyche:General/10 Seconds

Miscellaneous

Cheat at Dice [N][T]--Causes up to five rolled dice to come up the way you want them to.

Freshen Up [S][T]--This leaves the user clean and sparkly, though it won't prevent you getting dirty again.  Useful for court occasions.

Twiddle [N][R]--This causes a machine to perform one of its functions.  You can target a specific function if you're aware of how it would normally be triggered.

Wizard Mark [N][T]--At the basic level, this is mostly useful for impressing people, as the mark fades within minutes to hours, depending on Psyche.  Still, it lets you put a nifty rune on something for a short time.

Special Power Words:  Special because of prerequisite powers, which are noted after the point cost.

Instant Shift [S][T]--Only useful for people with Shapeshifting.  Allows you to instantly change to one of your basic forms in a heartbeat.

Shift Feature [S][T]: Changes one feature of a shadow object almost instantly. Can change coinage into local coinage, one colour into another, a hostile dog into a friendly one, etc. The harder it is to shift shadow in the area, the more likely the shifting is to fall short of the desired change.

Shadow Hop [S][T]: A quick, uncontrolled shift into an adjacent shadow. Useful for getting away from an enemy, but you end up lost, and close enough that a shadow shifter can find you in a few seconds.

Advanced Power Words (2 points each)

Advanced Words are twice as taxing to Endurance as normal Power Words. Unless specifically state in the descriptions the durations are

Target : Self

 Psyche Human Chaos Amber Ranked
Duration 5 Seconds 12 Seconds 17 Seconds 17 + Psyche:General/3 Seconds

Target : Other

  Human Chaos Amber Ranked
Human 3 Seconds Instant No Effect No Effect
Chaos 8 Seconds 3 Seconds Instant No Effect
Amber 11 Seconds 8 Seconds 3 seconds Instant/No Effect
Ranked 17 + Psyche:General/3 Seconds 11 + Psyche:General/10 Seconds 8 + Psyche:General/20 Seconds 3 + Psyche:General/40 Seconds/ Instant

Unless specifically stated in the descriptions the Ranges/Areas of Effect are

  Human Chaos Amber Ranked
Radius 5 feet 12 feet 17 feet 17 + Psyche:General/3 feet

Hand of Steel [S][T]—This momentarily hardens the skin, conferring both Extra Hard and Resistant to Normal Weapons to the target for a moment.

  Human Chaos Amber Ranked
Duration:object Instant 3 Seconds 5 Seconds 5 + Psyche:General/10 Seconds

Balance [S][T]--This briefly increases your coordination and balance.  Useful for things like tightrope walking and not stumbling over the edge of cliffs.

Burst of Magic [S][R]--This triggers a small burst of magic.  It can be used to immediately cast a Petty level spell even in a place where magic normally fails. It will slightly augment an extant spell's power level. It can also be used to trigger a magical item's functions (A rather dangerous use).

Burst of Psyche [S][T]--This will briefly augment your Psyche:Willpower by the greater of 5 points or 15%. Note a Human+5 Psyche is still weaker than a Chaos Psyche. If you're looking for a way to defeat Fiona then this is not it - unless you think you're close already.

Burst of Strength [S][T]:There are 4 forms of this Power Word which each act on a different Strength sub-attribute - Bench Press, Lift, Torsion, Impact.This will briefly augment the appropriate sub-attribute by the greater of 5 points or 15%, allowing the delivery of a powerful blow, or the ability to lift an object heavier than normal.

Burst of Speed [S][T]: Momentarily speeds the character up. Most useful when you are trying to escape/outrun someone and a last burst of speed would really help. Can be a slight benefit in combat by speeding up a swing, but really designed for running, dodging and diving for cover.

Burst of Toughness [S][T]--This briefly hardens you against a blow, confering resistant to normal firearms, there by slightly reducing the damage it causes.  Especially useful for when you're falling; use it right before you hit.

  Human Chaos Amber Ranked
Duration Instant 3 Seconds 5 Seconds 5 + Psyche:General/10 Seconds

Burst of Trump [O][R]--This creates a surge of trump energy. It will trigger trump traps (good for studying them without being caught in them), activate trump devices, and help break through Trump Jamming. Does mean things to Logrus tendrils.

Defensive Luck [S][T]--Causes a bit of luck which can save your ass from a poor combat decision, assuming the odds aren't TOO hard against you.

Fumble [O][T]--Causes the target to briefly have a klutz attack and lose their grip on something. Tightly held objects (like weapons in combat) become vulnerable to disarming, while loosely held objects (a weapon just drawn, a bottle you're trying to open, etc) will be dropped entirely.

Induce Boredom [O][A]--You've all known teachers and bosses with this one.  The target briefly becomes bored with life and unalert. It works very poorly in combat, but rather well against people like security guards you need to sneak past.

  Human Chaos Amber Ranked
Radius 2 feet 5 feet 8 feet 8 + Psyche:General/7 feet

Induce Euphoria [O][A]--The target becomes very giddy for a few seconds. A non-aggressive target will generally stop noticing what is going on around them for the duration. While not as useful in combat as a Neural Disrupt, it has the advantage that the target may not realize that the happiness was caused by someone else.

  Human Chaos Amber Ranked
Radius 2 feet 5 feet 8 feet 8 + Psyche:General/7 feet

Induce Fear [O][A]--Fills the target with irrational terror. If the user of the Power Word has a superior Psyche, the target will lose all concentration and panic for a second. Animals, or creatures of similarly low intelligence, will generally bolt and keep running even after the fear fades, not realizing that the fear was produced by a Power Word.

  Human Chaos Amber Ranked
Radius 2 feet 5 feet 8 feet 8 + Psyche:General/7 feet

Light Strobe [N][A]--Light Strobe causes a flash of light so bright that the people will remain blinded a bit longer even after the light fades.

Lifeforce [S/O][T]--A burst of lifeforce at this level will heal petty wounds and cure minor diseases (like colds).  Even people collapsed of exhaustion snap awake, though grogginess soon sets in.  Someone bleeding to death will quickly have all their wounds clot.

Pain Attack [O][T]--This causes a brief surge of very intense agony in the target

Process Surge [N][R]--This will cause some electrical, chemical or mechanical reaction to briefly flare up tremendously.  This may well break anything not fairly tough.

Shade [N][A]--This causes the surrounding area to plunge into abject darkness for a few seconds.

Spark [N][A]--This causes a substantial spray of sparks.  This will ignite just about anything flammable.

Thunder N][A]--Nothing says 'I am Wizard, Hear me Roar' like a clap of ominous thunder. Anyone who can hear it will suffer some lingering deafness as well.

Disrupts and Negations

Chaos Destruction [O][T]--This is intended for self-protection against Chaos attacks (usually Logrus).  It works best as an internal defence, but you can also zap Chaos manifestations in the world around you.  Chaos constructs will start to unravel after being hit with this

Coordination Destruction (aka Klutz Attack) [O][T]--The victim loses all coordination and briefly becomes a total klutz.

Item Destruction [O][T]--Item Negation is used to briefly knock out the special powers of items for a few seconds. It will do so regardless of the creator's psyche, though the holder of the item can protect it with his.

Magic Destruction [O][R]- An extended form of the Magic Negation Power Word, this word can damage the magic maintaining a conjured item, causing it to decay rapidly. If the item is not destroyed, the conjurer can generally repair the damage and prevent further decay by spending a minute per point in the item. This has no effect on powers and qualities paid for with points, but permanent conjured items just decay more slowly than normal ones.  It also knocks out spells quite effectively.

Neural Destruction [O][T]--The victim has a brief epileptic fit, leaving them fairly vulnerable.

Pattern Destruction [O][T]--This is intended for self-protection against Pattern attacks.  It works best as an internal defence, but you can also zap Pattern manifestations in the world around you.  It will damage or destroy minor Pattern Items.

Process Destruction [N][R]--This will knock out some electrical, chemical or mechanical reaction in process, unless it is very large (You can't PS a forest fire, but you could put out all the flames on one tree)

Psychic Destruction [O][T]--This disrupts the victim's ability to concentrate, causing any powers they're actively using to go crazy for a few seconds.

Resume True Form [O][T]--This forces the target to assume their most natural form.  Be warned that for Chaosians, Demon Form is in fact their most natural form...A victim with Exalted Shapeshifting will have a choice of their base forms.  If the victim has only Basic Shapeshift, you can force him into which ever of his basic forms you want, assuming you know what they are.

Sound Destruction [N][A]--This creates a longer lasting burst of silence.

Trump Destruction [O][R]--Trump Disrupt will knock out an active Trump connection. If used on a card you're holding,it works automatically, otherwise you need Psyche advantage.  It will also damage or destroy minor Trump items.

Weaken Structure (Break Structure) [N][T]--This shatters something solid which lacks Damage Resistance.

Miscellaneous

Cheat at Cards [N][T]--Draw the Hand you want.  This works best if you're dealing.

Twiddle [N][R]--This allows complete control over a machine's functions for a few seconds.  One could make a vending machine cough up free candy, for example...

Wizard Mark [N][R]--Put a rune on something. It lasts for hours to days, depending on how much psyche you have.

Special Power Words:  Special because of prerequisite powers, which are noted after the point cost.

Grab [N][R]:  This power word grabs the named object with a quickly summoned Logrus tendril and yanks it into your hands.  Your psyche must beat the target's strength if the object is restrained.  It has a range of 30 + Psyche points feet on the Chaos side of Ygg, and 11+ Psyche feet on the Amber side.

Instant Shift [O][T]--Only useful for people with Shapeshifting.  Perform any basic shapeshifting function instantly.

Shadow Step [S][A]: This is one of the two expanded forms of Shadow Hop. The ability allows for a controlled hop through an alternate shadow and back to the original shadow. The character can effectively step out of combat, run a few feet, and step back into the original shadow, allowing them to appear behind their opponent.

Shadow Slip [S][A]: This the second of the two expanded forms of Shadow Hop, and allows a controlled passage into an adjacent shadow. It requires more control and cannot be used in combat otherwise both parties will slip into the selected shadow.

Exalted Power Words (4 points each)

Exalted Words are twice as taxing to Endurance as Advanced Power Words and four times as taxing as Basic Power Words. Unless specifically state in the descriptions the durations are

Target : Self

 Psyche Human Chaos Amber Ranked
Duration 6 Seconds 16 Seconds 22 Seconds 22 + 2*Psyche:General/5 Seconds

Target : Other

  Human Chaos Amber Ranked
Human 8 Seconds 3 Seconds Instant No Effect
Chaos 11 seconds Seconds 8 Seconds 3 Seconds Instant / No Effect
Amber 17 Seconds 11 Seconds 8 Seconds 3 Seconds/ Instant
Ranked 22 + 2*Psyche:General*5 Seconds 17 + Psyche:General/5 Seconds 11 + Psyche:General/10 Seconds 8 + Psyche:General/20 / 3 + Psyche:General/40 Seconds

Unless specifically stated in the descriptions the Ranges/Areas of Effect are

  Human Chaos Amber Ranked
Radius 6 feet 16 feet 22 feet 22 + 2*Psyche:General/5 feet

Hand of Mithril [S][T]—This momentarily hardens the skin, conferring both Extra Damage and Resistant to Firearms to the target for a moment.

  Human Chaos Amber Ranked
Duration:object Instant 3 Seconds 5 Seconds 5 + Psyche:General/10 Seconds

Balance [S][T]--This briefly increases your coordination and balance substantially.  You could briefly run up a a sword blade or runs across moving oars.

Burst Of Magic [S][R]--This triggers a hefty burst of magic.  It can be used to immediately cast a medium  level spell even in a place where magic normally fails.  It will somewhat augment an extant spell's power level. It can also be used to trigger a magical item's functions (A rather dangerous use).

Burst of Psyche [S][T]--This will briefly augment your psyche.  If you already have an advantage, you'll gain serious ground.  If you're weaker, but only a little, you'll briefly surge ahead.  If you're a lot weaker, this likely isn't going to be enough.

Burst of Strength [S][T]--You become substantially stronger for a short period of time.  If you already have an advantage, you'll gain serious ground.  If you're weaker, but only a little, you'll briefly surge ahead.  If you're a lot weaker, this likely isn't going to be enough.

Burst of Speed [S][T]-- Momentarily speeds the character up. If you already have an advantage, you'll gain serious ground.  If you're weaker, but only a little, you'll briefly surge ahead.  If you're a lot weaker, this likely isn't going to be enough.

Burst of Toughness [S][T]--This briefly hardens you against a blow, reducing the damage it causes.  Especially useful for when you're falling; use it right before you hit.

Burst of Trump [O][R]--This creates a surge of trump energy.  It will trigger trump traps (good for studying them without being caught in them), activate trump devices, and help break through Trump Jamming.  Will likely give a nasty jolt if directed at a Logrus manifestation.

Defensive Luck [S][T]--Causes a substantial bit of luck to save your ass.

Fumble [O][T]--Causes the target to drop what they're holding unless it's tied to them or they have a lot of Strength.

Induce Boredom [O][A]--The target is so bored, that even in combat; they'll lose interest for a little while.

  Human Chaos Amber Ranked
Radius 3 feet 8 feet 11 feet 11 + Psyche:General/5 feet

Induce Euphoria [O][A]--The target becomes very giddy for a few seconds. A non-aggressive target will generally stop noticing what is going on around them for the duration. While not as useful in combat as a Neural Disrupt, it has the advantage that the target may not realize that the happiness was caused by someone else.

  Human Chaos Amber Ranked
Radius 3 feet 8 feet 11 feet 11 + Psyche:General/5 feet

Induce Fear [O][A]--Fills the target with irrational terror. If the user of the Power Word has a superior Psyche, the target will lose all concentration and panic for a second. Animals, or creatures of similarly low intelligence, will generally bolt and keep running even after the fear fades, not realizing that the fear was produced by a Power Word.

  Human Chaos Amber Ranked
Radius 3 feet 8 feet 11 feet 11 + Psyche:General/5 feet

Light Strobe [N][A]--Light Strobe causes a flash of light so bright that the people will remain blinded a bit longer even after the light fades.

Lifeforce [S/O][T]--A burst of lifeforce at this level will heal petty wounds and cure minor diseases (like colds).  Even people collapsed of exhaustion snap awake, though grogginess soon sets in.  Someone bleeding to death will quickly have all their wounds clot.

Pain Attack [O][T]--This causes a brief surge of very intense agony in the target

Process Surge [N][R]--This will cause some electrical, chemical or mechanical reaction to briefly flare up tremendously.  This may well break anything not fairly tough.

Shade [N][A]--This causes the surrounding area to plunge into abject darkness for a few seconds.

Spark [N][A]--This causes a substantial spray of sparks.  This will ignite just about anything flammable.

Sonic Boom N][A]--Nothing says 'I am Wizard, Hear me Roar' like a clap of ominous thunder. Anyone who can hear it will suffer some lingering deafness as well.

Disrupts and Negations

Chaos Destruction [O][T]--This is intended for self-protection against Chaos attacks (usually Logrus).  It works best as an internal defence, but you can also zap Chaos manifestations in the world around you.  Chaos constructs will start to unravel after being hit with this

Coordination Destruction (aka Klutz Attack) [O][T]--The victim loses all coordination and briefly becomes a total klutz.

Item Destruction [O][T]--Item Negation is used to briefly knock out the special powers of items for a few seconds. It will do so regardless of the creator's psyche, though the holder of the item can protect it with his.

Magic Destruction [O][R]- An extended form of the Magic Negation Power Word, this word can damage the magic maintaining a conjured item, causing it to decay rapidly. If the item is not destroyed, the conjurer can generally repair the damage and prevent further decay by spending a minute per point in the item. This has no effect on powers and qualities paid for with points, but permanent conjured items just decay more slowly than normal ones.  It also knocks out spells quite effectively.

Neural Destruction [O][T]--The victim has a brief epileptic fit, leaving them fairly vulnerable.

Pattern Destruction [O][T]--This is intended for self-protection against Pattern attacks.  It works best as an internal defence, but you can also zap Pattern manifestations in the world around you.  It will damage or destroy minor Pattern Items.

Process Destruction [N][R]--This will knock out some electrical, chemical or mechanical reaction in process, unless it is very large (You can't PS a forest fire, but you could put out all the flames on one tree)

Psychic Destruction [O][T]--This disrupts the victim's ability to concentrate, causing any powers they're actively using to go crazy for a few seconds.

Resume True Form [O][T]--This forces the target to assume their most natural form.  Be warned that for Chaosians, Demon Form is in fact their most natural form...A victim with Exalted Shapeshifting will have a choice of their base forms.  If the victim has only Basic Shapeshift, you can force him into which ever of his basic forms you want, assuming you know what they are.

Sound Destruction [N][A]--This creates a longer lasting burst of silence.

Trump Destruction [O][R]--Trump Disrupt will knock out an active Trump connection. If used on a card you're holding, it works automatically, otherwise you need Psyche advantage.  It wsill also damage or destroy minor Trump items.

Weaken Structure (Break Structure) [N][T]--This shatters something solid which lacks Damage Resistance.

Miscellaneous

Cheat at Cards [N][T]--Draw the Hand you want.  This works best if you're dealing.

Twiddle [N][R]--This allows complete control over a machine's functions for a few seconds.  One could make a vending machine cough up free candy, for example...

Wizard Mark [N][R]--Put a rune on something. It lasts for hours to days, depending on how much psyche you have.

Special Power Words:  Special because of prerequisite powers, which are noted after the point cost.

Grab [N][R]:  This power word grabs the named object with a quickly summoned Logrus tendril and yanks it into your hands.  Your psyche must beat the target's strength if the object is restrained.  It has a range of 30 + Psyche points feet on the Chaos side of Ygg, and 11+ Psyche feet on the Amber side.

Instant Shift [O][T]--Only useful for people with Shapeshifting.  Perform any basic shapeshifting function instantly.

Shadow Leap [S][A]: The expanded form of Shadow Step, allowing for a greater distance of travel. The character can step out of the shadow they're in, run a several yards, and then step back into the original shadow.

Shadow Slide [S][A]: The expanded form of Shadow Slip, allowing for a greater distance of travel. The character steps out of the shadow they're in and slides through several adjacent shadows before stopping.

PowerWord Boost (03 points)

One can choose to put more OOMPH into one's power words by expending additional life force. It costs five times the normal Endurance, but it doubles the effectiveness of a power word.  This is a good way to knock yourself out quick, but sometimes worth it.

Advanced Power Word Boost (03 points)

Double power not enough?  Invest 20 times the normal Endurance and you can have five times the normal effect.  This is very flashy, but also very Endurance costly.

Area Effect Power Words (05 points)

Most Power Words normally only effect one target, although a few have some area of effect (Light Strobe, Shade, etc).  This enhancement enables you turn Touch Power Words into Range power words and Range Power Words into Area Power words. Power words that are already Area Power Words have their area of effect increased as below.

  Human Chaos Amber Ranked
5*Endurance *1.5 *2 *2.5 *3
20*Endurance *2 *3 *4 *5

This can be combined with Power Word Boost or Advanced Power Word Boost if you really need to, though it will knock you out fast and quite possibly kill you very dead.

Alternate Power Word Forms (10 points each additional Form)

This enables you to learn alternate means of performing Power Words and convert words you know between the methods you know.

Word Magic:  This is the standard form, in which words are spoken to articulate the powers.

Paintings:  Abstract or realistic.  You paint patterns or symbols onto an object to activate the power word.  Easily combinable with Trump to produce Trumps that trigger Power Words when activated.

Knot-tying:  You tie various ornate knots into ropes and then untie the knot to activate the power word

Origami:  Creating unique paper statuary for each power word you know and then crush the shape to activate the power word

Stick Carving: You carve patterns into sticks and then break the stick to activate the power word

Rune Magic (Inscription Magic) and Chi (or Ki) powers are separate forms of Power Words that have their own requirements and restrictions.


Pattern Trump Art JofJ Trump Tricks Logrus
Power Words Sorcery Power and Fatigue Conjuration Inscription
Abyss Items/Artefacts   Chi Powers Shape Shifting