What We're Trying to Do
Our goal with the Super-Fantasy Power System is to create a balanced, complete, and easy to use system that allows for level-based improvement as well as individualization.

Feedback is appreciated.

Even heroes who don't have superpowers are in part defined by them. When a hero doesn't have them, it's noteworthy. Some powers are seen as blessings and others are literal curses.

Flight, super-strength, super-speed, intangibility, telepathy, teleportation, the ability to talk to squirrels—the list of inhuman abilities dreamed up for superheroes is a long one. And, if the player or GM can think of them, heroes can have powers never before seen.

And heroes aren't the only ones with powers. Aliens, gods, monsters, and even technology can have super-powers. And, of course, so can villains.


Many times heroes find themselves trying to unravel the plot of some villain who's amplified his powers or has invented a way to overcome theirs. He might be a mad scientist who plans to use his Tempest Cortex to take revenge on the institutions that spurned him, a nigh-invulnerable alien here for the Earth's freshwater supply, or a lonely dockworker granted mind-control from a magic gem so that he can finally have friends.

The Prime Power Rule
"A character with a power can do anything that seems logical with that power."

The Prime Power Rule

The Prime Power Rule is a basic guideline for using powers in the game. "A character with a power can do anything that seems logical with that power." Some tricks might be harder to pull off than others, and some things don’t make sense.

The GM makes the final call on whether a power can be used to create a specific effect or not and how hard it is to achieve.

Getting Super-Powers

Whether you've been bitten by a radioactive June-bug or you were born with abilities beyond the typical scope of humanity, all powers work the same. You have a list of powers to choose from and can trigger them with actions.

To determine what powers are on this list, called your power suite, you refer to your power concept, which is a guideline to help you and the GM determine what your powers can do.

  • Power Concept: A guideline to help you and the GM determine what your powers can do.
  • Power Suite: A list of powers that your character can use.
  • Power: These individual effects within a power suite can be used by spending power slots. Each has its own activation time, range, duration, and other rules to let you know what it does within the game.
  • Knacks: These are the most basic powers which your character can use freely every round without spending power slots. An individual knack will have an activation time, range, duration, and other rules to let you know how it works.

Your race and endowment will have additional specifics related to how your powers work.

Power Concept

The most basic question that has to be answered when determining what a power is capable of is "what is the nature of the power?" This can seem somewhat esoteric, but it's really an exercise in logic. If you've ever had an argument with a friend over which of two superheroes would win in a fight, then you already understand the basics.

A power concept is similar to a character concept, except that instead of looking for the Big Idea behind the character, we're just focusing on the power.

When you create your character, think about the nature of his power. Where does it come from? What does it look like when he uses it? What science or fantasy rules or traditions does it follow? You might decide your character has ice powers, but how exactly does that work? How does it look? Where does it come from?

Determining this will not only help you decide on your power concept and determine your power suite, but it will also help determine what tricks you can attempt and how the power feels. Your power concept is important when determining how the rules affect your powers.

To understand this better, let's develop a few characters with similar powers to see just how different they are.

For Example…

Let's come up with power concepts for three characters with ice powers; Freezer Burn, Ice Queen, and Permafrost.

  • Freezer Burn is an empowered mercenary who sells his skills to the highest bidder. When he was fifteen, he and his family were exploring the Canadian Rockies when they were caught in an avalanche. He was the only survivor. But since then, his body temperature has remained below freezing and he grows jagged icicle-like shards from his arms.
  • Permafrost is a robot designed to assist with Arctic exploration, however, a strange surge of energy from the Aurora Borealis granting him some semblance of sentience. Since then he’s dedicated himself to the protection on mankind. Permafrost shoots freeze-rays from his eyes.
  • Ice Queen is a heartless, magus mastermind who came to the mortal world to destroy humanity before global warming can melt her realm into the ocean. She typically sends her minions to do her work. However, when facing a hero, or keeping her minions in line, she employs her frost waves, causing her eyes to shine and snow to swirl around her.

While each of these characters has ice powers, that power manifests and is used in different ways. They might all have the arctic blast knack, but with subtle differences: Freezer Burn hurls the shards of ice growing from him and calls it "ice shards". Permafrost shoots his arctic blast from his eyes and calls it his "freeze rays". And Ice Queen uses wispy "frost waves" to damage her enemies.

While statistically, these characters have many of the same powers in their power suites, the power concept makes them different and helps every character feel unique. While this isn't meant to limit characters in a negative way, setting boundaries can spawn creativity and make a character stand out from the crowd.

Power Suites

Powers, including knacks, are grouped into power suites, a list of powers available to your character.

These powers share the same source and if one power in a power suite is negated or made less effective, all powers within that power suite are reduced by the same amount.

The number of powers and knacks available in your power suite are determined by your endowment. When you gain a new level, you can add a new power to your power suite of any power level you can activate. You can also trade out old powers for new ones when you gain a level.

The powers that you add to your power suite as you gain levels reflect the expansion of your mastery over your powers. You might discover other powers during your adventures. You could learn from a teacher with a similar power concept, be inspired by an enemy, or discover a power’s secrets recorded in an ancient scroll.

Learning a New Power. When you discover a power of 1st level or higher, if it’s of a level for which you have power slots and if you can spare the time and effort to learn it, you can add it to your power suite.

Learning a power involves understanding how to produce the effect. You must practice the power until you understand the muscles, motions, or drive needed.

For each level of the power, the process takes 2 hours and costs 2 Hero Points. Once you have spent this time and Hero Points, you can add the power to your power suite and prepare the power just like your other powers.

There are limits to adding additional powers to your power suite. You cannot add more powers than half your level rounded down using this method.

If you use a Hero Point to activate this power before learning it, this counts as one of the Hero Points you expend. However, if you haven’t learned the power, you don’t add your proficiency bonus to its attack roll, saving throw DC, or power check.

If you have an instructor who is willing to devote time and knows how to use the power you’re learning, the process takes only 1 hour and but still costs 2 Hero Points for each level of the power.

High-Level Power Suites. When creating NPCs and higher level PCs, it’s important to know how many total powers a character might have available. A character has the opportunity to learn additional powers as he gains levels beyond the one he gains for advancement. Assume that a character begins with the number of powers given by his endowment. He also learns 1 additional power for every 3 levels which he can add to his power suite. If the character is a student at a school specializing in training young superheroes or villains, or if he's part of a large or well-funded organization, you can increase this number to 1 bonus power per 2 levels. But he only has one power for his current level.

Sample Power Suites. A group of sample power suites is given in the Power Suites section. These power suites assume a 10th level character, and so you will need to select from the list the powers that are available on your suite. Some powers listed on a power suite may not make sense with your power concept. However, you may find other powers, not listed, that do work with your concept and adjust your individual suite.

These are just guidelines. Your power suite can include any powers which fit into your power concept.

Using Powers

Your powers are divided into two types: knacks and powers. These work similarly but have a few distinctions: you can activate a knack at no cost, but activating a power costs a power slot of at least the same level as the power.

You gain a number of power slots as shown on the Powers by Level table of your endowment. You can use these slots to activate your powers. You regain all expended power slots once you've completed a short or long rest.

Additionally, you may expend a Hero Point to trigger a power from your power suite even if you haven't prepared it and don't have the slots available. The power functions as normal at its lowest level.

Some powers listed in the pre-set power suites may not make sense with your power concept. In these cases, you can't use these powers. However, you may find other powers, not listed, that do make sense with your concept and exchange them with your GM's approval.

Additionally, you can use any power that makes sense within the parameters of your power concept simply by spending a Hero Point.

For Example…

Freezer Burn is on a mission for the Centaur Corporation when he comes across his old rival Flame Spud about to set fire to the documents he came to retrieve.

Freezer Burn doesn’t have the counteract power power, but he’d like to use his ice powers to negate Flame Spud’s ember blast. Counteract power has an activation time of 1 reaction, which is taken when you see a creature within 60 feet of you activating a power, and a range of 60 feet. The GM determines that Freezer Burn is in range and can hurl his ice shard to block the fiery attack. He just needs to spend a Hero Point.

Power Ability

Your power ability is the ability associated with your power and determines what ability modifier is added to your power attack, power save, and power check. It may also have additional effects determined by the specific power.

Power Save DC = 8 + your proficiency bonus + your power ability modifier
Power Attack Modifier = your proficiency bonus + your power ability modifier
Power Check = d20 roll + your proficiency bonus + your power ability modifier

Constitution and Wisdom are the most common, however, your power ability can be any ability that makes sense in accordance with your power concept.

Ranged attack powers can also use Dexterity for the power attack modifier and melee attack powers can use Strength for the power attack modifier is this ability is higher than your standard power ability.


Reading the Powers

Powers are described with a set format, including Name, Level and Category, Activation Time, Range, Duration, and Effect. Each category is described as follows:


Powers described in this section are given names for ease of reference. You may change the name of a listed power. For example, Ember Blast could be called Laser Beam or Dragon's Loogie and be statistically the same power. Giving it a unique name can make the power feel more personal to your character.

Level and Category

A power's level and the category into which it falls are given at the top of the description. The level determines when you can learn and use the power and what level of power slot is required to activate it. The category helps determine the game effects the power might have and how it’s related to other powers.

Power categories are ability increase powers, attack powers, defense powers, environmental powers, healing powers, manipulation powers, movement powers, premonition powers, sensory powers, and transformation powers.

Activation Time

Activation time is the time required to trigger a power. Most powers require a single action, but some require a bonus action, a reaction, or much more time to trigger.

Bonus Action. A power activated with a bonus action is especially swift. You must use a bonus action on your turn to activate the power, provided that you haven’t already taken a bonus action this turn.

Reactions. Some powers can be triggered as reactions. These powers take a fraction of a second to bring about and are triggered in response to some event. If a power can be activated as a reaction, the power description tells you exactly when you can do so.

Longer Activation Times. Certain powers require more time to activate: rounds, minutes, or even hours. When you trigger a power with an activation time longer than a single action or reaction, you must spend your action each turn building the power, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the power fails, but you don’t expend the power slot. If you want to try activating the power again, you must start over.

Interaction. You can interact with one object or feature of the environment for free.



The target of a power must be within the power’s range. For a power like dehydrate, the target is a single creature or object. For a power feature like spark storm, the target is the point in space where the thunderous force erupts.

Most powers have ranges expressed in feet. Some ranges are expressed with two numbers divided by a slash (e.g.: 20/60 ft.). These powers have both a short (the number on the left) and long (the number on the right) range. Attacks at short range are rolled normally. Attacks at long range have disadvantage. Some powers target only a creature (including you) that you touch. Other powers, such as the kinetic shield, affect only you. These powers have a range of self.

Powers that create cone or line effects that originate from you also have a range of self, indicating that the origin point of the power’s effect must be you (see “Areas of Effect”).


A power’s duration is the length of time the power persists. A duration can be expressed in rounds, minutes, hours, or even years. Some powers specify that their effects last until it's dispelled or destroyed.

Instantaneous. Many powers are instantaneous. The power harms, heals, creates, or alters a creature or an object in a way that can’t be countered or negated because its effect exists only for an instant, even if the result of that effect is permanent (like the creation of an item).

Concentration. Some powers require you to maintain concentration in order to keep them active. If you lose concentration, the effect ends.

If a power must be maintained with concentration, that fact appears in its Duration entry, and the power specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:

  • Activating another power that requires concentration: You lose concentration on a power if you activate another power that requires concentration. You can’t concentrate on two powers at once. Activating a second instance of the same power effect doesn't typically cause you to lose concentration, however, these specifics are covered in the power's description.
  • Taking damage: Whenever you take damage while you are concentrating on a power, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as a bullet and a psychic blast, you make a separate saving throw for each source of damage.
  • Being incapacitated or killed: You lose concentration on a power if you are incapacitated or if you die.
  • Special Circumstances: The GM might also decide that certain environmental phenomena, such as a building collapsing around you during an earthquake, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a power.


A typical power requires you to pick one or more targets to be affected by it. A power’s description tells you whether it targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a power has a perceptible effect, a creature might not know it was targeted by a power at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a power says otherwise.

Line of Effect. To target something, you must have a clear path to it, so it can’t be behind total cover.

If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself. If a power targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a power you trigger, you can target yourself.

Areas of Effect. Powers such as ember funnel or static burst cover an area, allowing them to affect multiple creatures at once.

A power’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the power’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some powers have an area whose origin is a creature or an object.

A power’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the power’s area. To block one of these imaginary lines, an obstruction must provide total cover.

  • Cone: A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect unless you decide otherwise.
  • Cube: You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect unless you decide otherwise.
  • Cylinder: A cylinder’s point of origin is the center of a circle of a particular radius, as given in the power description. The circle must either be on the ground or at the height of the power effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The power’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect.
  • Line: A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect unless you decide otherwise.
  • Sphere: You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect.


Simply put, the effect of a power is “what it does”. This section of the power's description gives a mechanical rundown of how you can use the power.

It is possible to use a power in ways not mentioned in the effects, such as when attempting a power trick. Rules for using kinetic missile to perform the Heimlich Maneuver aren't given, but this seems within the realm of feasible. The GM decides if what you're attempting is possible (see Power Tricks).

Powers and Magic. Unless determined by your source, powers are not considered magic. Therefore, immunity or resistance to magic, or effects that negate magic do not affect most powers. Creatures resistant or immune to charm are resistant or immune to certain effects.

Saving Throws. Many powers specify that a target can make a saving throw to avoid some or all of a power’s effects. The power specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your powers equals 8 + your power ability modifier + your proficiency bonus + any special modifiers.

Attack Rolls. Some powers require the user to make an attack roll to determine whether the power effect hits the intended target. Your attack bonus with a power attack equals your power ability modifier + your proficiency bonus.

Ranged attack powers can also use Dexterity for the power attack modifier and melee attack powers can use Strength for the power attack modifier is this ability is higher than your standard power ability.

Many powers that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack targeted at long range. You also have disadvantage on ranged attack rolls if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

Modifying Powers

Modifications are tweaks to powers that don't make the ability any more or less powerful. This includes changing the saving throw from one ability to another or granting both an advantage and equitable disadvantage.

Powers have two kinds of features—static and fluid. A static feature is a statistic that's set. A fluid feature can be changed without upsetting the mechanical balance of the power.

A static category is one that cannot be changed without taking a feat, class feature, or upgrade that allows you to do so. Static categories include level, category, activation time, range, duration, damage dice, and the conditions it causes. These categories are often represented by numeric values.

A fluid category is generally a descriptor and can be changed without unbalancing gameplay. Fluid categories include the names of the power, the type of saving throw, and the damage type, and the power ability modifier.

By changing blazing field to a deal cold damage and renaming it “frost zone” you haven’t upset game balance. However, frost zone isn’t likely to ignite a flammable object within the area of effect. But you could change this flavoring effect to “Small quantities of liquid within the area of effect freeze if not being worn or carried”, with the GM’s permission.

Power Checks

When you use your power, sometimes the effect is set. Other times, however, like when you're opposing another power or trying to manipulate someone or something, a power check is required. To do this, you'll roll a power check.

Making Power Checks. A power check is a roll of a d20 + your proficiency bonus + your power ability modifier. This roll is usually made against a DC determined by the GM. If you meet or exceed the DC, you succeed.

How much above or below the DC you roll sometimes determine how well you succeed, or how tragically you fail.

Oppose DC. Sometimes the DC is a set number, such as an Armor Class. The GM will know what this number is.

Oppose Power Check. Sometimes you need to make a power check opposed by another character’s power check. You roll your power check, and your target does the same. The highest total wins. In the case of a tie, reroll.

Preparing and Activating Powers

Each endowment includes a Powers by Level table that shows how power slots you have to activate your powers of 1st level and higher. To trigger one of these powers, you must expend a slot of the power's level or higher. You regain all expended slots when you finish a short or long rest.

Some endowments allow you to prepare a list of available powers from your power suits while others allow you to prepare your entire suite.

Utility Activation

You can activate any power that you know as a utility power if that power has the utility tag. Doing so increases the activation time by 10 minutes and the power can only be activated at its lowest possible level. However, a utility power does not expend a power slot.

Base Powers

Some powers don't need to be activated. Instead, they're always active. These are base powers. To qualify to be used as a base power, a power must meet the following criteria:

  • The duration must be longer than 1 minute.
  • The power cannot be an attack or manipulation power.

Base powers are always considered to be in effect. You don't need to activate them, and therefore they can be used when a normal power can't (e.g.: when unconscious).

If you want a power to be permanent, you have to pay for it by giving up a power from your suite and a power slot of that power's level. Thereafter this power is always active.

Super-strength and immunity to fire are good examples.

When you unlock a new level you can increase the potency of some base powers by trading it for a higher level power slot, regaining your previously spent slot power, or you can leave it at the original level.

Some powers have exceptions to these rules, as noted in their descriptions. Some, such as great-dexterity and super-dexterity build upon each other, as explained under the powers' descriptions.


Linked Powers

You can connect two or more powers together so that they cannot be used separately, but are activated simultaneously. These powers cannot be activated alone, only with each other. To do so, you must spend all the required power slots.

Each power comes into effect using the longest activation time and remains in effect for the shortest duration. Only one can require concentration, but this applies to the entire set. Once one power is inactive, all become inactive.

For Example…

You could link iron hide and super-strength. If not linked, a character could use either power freely. But linked, a character must be in his iron hide to have super-strength. Likewise, you could link object imitation and growth, allowing you to change into larger objects. You couldn't grow into a larger version of yourself but might turn into a truck or monument.

You can create additional linked power configurations, but to do so you must add the power to your power suite again.

For Example…

You could link iron hide and super-strength and you could link iron hide and energy absorption, however, you would need to add iron hide to your power suite twice to do so.

Attack powers cannot be linked in this way.

Power Source

Powers come from somewhere. Perhaps you've trained the parts of your brain untapped by most of humanity, or your genetic structure converts ATP into light. Or your powers could come from a high-tech battle suit or an ancient mystical relic. The source of your powers adds flavor to your character, but it also has mechanical effects in the game. A power's source can determine its nature, including its strengths and weaknesses. Powers like boost power and drain power function only against a single power source. Powers like supernal defense function only against a supernatural source.

  • Natural: These powers come from within a creature. They're typically part of the creature's genetics. An empowered has natural powers. They are granted by the beastly-powers or super-powers endowment.
  • Supernatural: Such powers are drawn from outside a creature. They might be magic spells or gifts of divine or unholy power. These powers are often channeled through items or creatures from or bound to the elemental planes. Only good creatures can wield holy powers and only evil creatures can wield unholy powers. Supernatural powers can be nullified by several means, including binding the creature's hands or body in iron. A magus has supernatural powers. They are granted by the innate magic and mystic wielding endowments.
  • Technological: These powers are granted by high-tech devices such as super-weapons, advanced body armor, or cybernetics. Technological powers are generally susceptible to EMPs and similar effects and can often be disarmed or otherwise removed from a creature. A robot typically has technological powers, and the tech-wonders endowment bestows them.
  • Trained: This source can grant only a limited amount of power, most often a supreme proficiency in some weapons, skill, or tool. Powers granted through training are difficult to remove, but can often be negated through restraints. A human generally has trained powered, and the astonishing disciplines endowment grants them.

Additional Rules

There are a number of power-related rules to consider outside what powers you have and how they work.


Power Tricks

A power trick is something that makes sense within the concept of your power, but that you don't usually do. This could be a power that you don't have prepared, don’t have in your power suite, or something not even covered by the rules.

To attempt a power trick, the player first checks with the GM to make sure the effect is even possible. If the GM is in agreement, you spend a Hero Point and proceeds to use the power.

The GM may require you to make a power check or an attack roll to succeed, but this is an untrained check and does not include your proficiency bonus. Any save DC equal to 8 + your power ability modifier. It doesn’t include your proficiency bonus.

For Example…

WildFire emits a flammable gas from her pores and his immune to the negative effects of fire. She has the generate flames power.
During a battle with the Jade Serpent Cult she is poisoned. Her player reasons that she should be able to burst into flame and burn the poison away and remove the Poisoned condition.
The GM agrees and allows her to try a power trick. She spends a Hero Point, then makes a power check (without her proficiency bonus) against the poison's DC. If she succeeds, the Poisoned condition is removed, as she's burned it out of her body.

For Example…

Death To You All! is an undead metal band using their concert as an opportunity to mass hypnotize the crowd. Ruckus wants to use his sonic beam power to blast a massive tower of speakers and create deafening feedback to negate their commands.
This isn’t really covered under the sonic beam rules, but the GM decides that it makes sense. Once Ruckus is in range of the speakers, he spends a Hero Point and blasts the speakers. The GM makes a new group Wisdom save for the crowd but adds Ruckas' power ability modifier their saving throw.

For Example…

Fiasco has arctic strike and ember strike. He can normally use these powers to punch foes and deal either fire or cold damage.
Fiasco finds himself trapped in a metal box that he can't break out of—the hardness of the box is too high and absorbs all the damage he can do. He decides to use his ability to generate heat and cold on the lock in hopes of making it brittle, alternating the temperature in rapid succession.
The GM agrees that this makes sense and decides to allow Fiasco to spend a Hero Point and make one power check with each power and sets the DC at 15. If Fiasco succeeds at both power checks, by spending 1 minute repeatedly heating and cooling the lock, the GM decided to let him make two new damage rolls that bypass the lock's hardness.


Sundry Effects

The effects that your power suite and its powers can achieve are listing under the power's description. However, this is only part of what your power can do.

Sometimes you just want to do something cool with your powers in keeping with your concept that just don't fall within the rules of your powers. If a character with a fiery knack like ember blast or ember strike wants to light a candle or fuse by touching the wick, she absolutely can. If a character with an icy knack like arctic splash or arctic strike wants to instantly chill the refreshing beverage in his hand, he can.

Sundry effects don't grant any mechanical advantage or but might have an effect on the narrative, and certainly add to your character's cool-factor.

If the GM feels that an effect is beyond the scope of a sundry effect, she'll tell you to instead perform a Power Trick.

Combining Power Effects

Combining power effects can be a creative way to overcome obstacles or opponents. The effects of different powers add together while the duration of those powers overlaps.

The effects of the same power triggered multiple times doesn't usually combine. Instead, the most potent effect—such as the highest bonus—from those triggerings applies while their durations overlap.

Characters can often spend Hero Points in order to add their power ability modifier to the save DC or power check of another character.

Some powers can stack effects on top of other effects. You might increase the intensity of your ember blast with ignite, or your super-intelligence with boost ability. You might also combine the effects of your power with someone else. This can greatly increase your effectiveness, however, there are limits.

For two or more characters to combine powers requires a delayed action. One character states they will hold triggering their power until another character uses theirs. These two powers are then triggered simultaneously.

A single character stacking his own powers can only do so if both powers can be used in the same round.

When stacking damage, the attacker with the highest potential damage rolls full damage. All other participants roll only a single damage die. All of these dice are added together as a single instance of damage.

Powers which cause the same condition are handled similarly. The highest save DC is used, but all other participants add a cumulative +1 to that DC.

Non-damaging effects that cause different conditions are resolved separately even if they occur at the same time.

Final Notes

Power suites are available in the Power Suites section, but if you'd like to create unique power suites, try picking out some powers and building one of your own. Using the rules will help you understand how they work far better than just reading them.

It's best, especially the first few times you create a character, to work it out with your group or GM. If you have questions, the first person to ask is your GM. Other experienced players can be a valuable resource as well.

If you can't find the power that you have in mind for your character, remember that you can always create new powers to add to your power suite with help from your GM.

Spells as Powers

The statistics and effects of most powers are similar to spells you might find in other 5e resources with two important differences. 1) Spells often require components, but powers generally do not. 2) Spells are magic, but unless the powers source is magical, the power isn't.

To emulate the effects of a spell using your power do as follows.

1) Find a spell that works with your power concept. You can change any of the fluid features of the spell, such as damage type or saving throw ability to fit your power concept.
2) Ignore the components unless they have a value of more than 5 gp. In this case, work with your GM to determine a comparable cost (such as a silver rod worth $50).
3) Spell level is equal to power level.

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