Charge Powers

13.3 Charge Powers

Banishment
Type: Action
Cost: 2 plus Eidolon Level in Charge Dice
Effect: This power must be directed against an eidolon, who is thereby automatically banished. This means that the eidolon returns to its home world with all of its wound circles marked. This power is costlier for higher-level eidolons. For example, banishing a Level 4 eidolon costs 6 charge dice.

Blaze
Type: Strike
Cost: 3 Charge Dice
Effect: This strike is now fire-based. You gain 4 bonus dice to roll in this strike against an individual, 3 against a squad, or 2 against a swarm. Blaze cannot be combined with electricity- or frost-based powers and weapon effects.

Blindness
Type: Action
Cost: 2 Charge Dice
Effect: Inflicts the Blinded condition on a character.

Body Drain
Type: Action
Cost: 4 Charge Dice
Effect: This power transfers stamina from the victim to the power user. The victim loses 3 action dice, and the power user gains 3 action dice, regardless of defense. This power does not work on squads or swarms (but see Mass Effect).

Brighten
Type: Action
Cost: 2 Charge Dice
Effect: Removes the Darkness condition from the area of the conflict.

Chain Lightning
Type: Strike
Cost: 3 Charge Dice
Effect: This strike is now electricity-based. You gain 4 bonus dice to roll in this strike against a swarm, 3 against a squad, or 2 against an individual. Chain Lightning cannot be combined with fire- or frost-based powers and weapon effects.

Conjure Darkness
Type: Action
Cost: 2 Charge Dice
Effect: Inflicts the Darkness condition on the area of the conflict.

Dispel
Type: Action
Cost: 2+ Charge Dice
Effect: Removes all of the following conditions from the targeted character: Darksighted, Empowered, Quickened, Shielded. You can target multiple characters by spending 2 charge dice per additional character. This power cannot remove Soulbound Weapon effects or passive powers.

Elemental Surge
Type: Boost
Cost: 1 Charge Die
Effect: This power adds 2 bonus dice to the effect of an elemental power (Blaze, Chain Lightning, Firestorm, Frost Spikes, Ice Hurricane, Zap).

Empower
Type: Action
Cost: 2+ Charge Dice
Effect: This power grants the Empowered condition to a character designated by the power user. You can grant the condition to multiple characters by spending 1 charge die per additional character.

Firestorm
Type: Strike
Cost: 3 Charge Dice
Effect: This strike is now fire-based. You gain 4 bonus dice to roll in this strike against a swarm, 3 against a squad, or 2 against an individual. Firestorm cannot be combined with electricity- or frost-based powers and weapon effects.

Force Attack
Type: Strike
Cost: 4 Charge Dice
Effect: This power adds 5 bonus dice to a strike against any kind of opponent.

Frost Spikes
Type: Strike
Cost: 3 Charge Dice
Effect: This strike is now frost-based. You gain 4 bonus dice to roll in this strike against an individual, 3 against a squad, or 2 against a swarm. Frost Spikes cannot be combined with electricity- or fire-based powers and weapon effects.

Guard
Type: Maneuver
Cost: 1 Charge Die
Effect: Any strike against an ally that you dedicate when invoking this power must instead be directed at you. If someone makes a strike against you, whether directly or redirected because of this power, the effect of this power ends at the beginning of your turn following that strike.

Heroics
Type: Achievement
Cost: 2 Charge Dice
Effect: This power adds 3 bonus dice to an achievement roll.

Ice Hurricane
Type: Strike
Cost: 3 Charge Dice
Effect: This strike is now frost-based. You gain 4 bonus dice to roll in this strike against a swarm, 3 against a squad, or 2 against an individual. Ice Hurricane cannot be combined with electricity- or fire-based powers and weapon effects.

Leap Attack
Type: Strike
Cost: 1 Charge Die
Effect: This power adds 2 bonus dice to a strike against an individual or 1 bonus die against a squad or a swarm.

Life Drain
Type: Action
Cost: 6 Charge Dice
Effect: This power transfers life force from the victim to the character using the power. The victim takes 1 wound, and the user heals 1 wound (if applicable), regardless of defense. This power does not work on squads or swarms (but see Mass Effect).

Life Transfer
Type: Action
Cost: 6 Charge Dice
Effect: This power transfers life force from the victim to a character designated by the character using the power (other than herself). The victim takes 1 wound, and the designated character heals 1 wound (if applicable), regardless of defense. This power does not work on squads or swarms (but see Mass Effect). The character to be healed must either be present or be an eidolon of the character using the power.

Mass Effect
Type: Boost
Cost: 1 Charge Die
Effect: This power can be used in combination with Body Drain, Life Drain, Life Transfer, Poison, Slow, Vampiric Strike, or Weaken to allow those powers to be used against squads and swarms.

Nightvision
Type: Action
Cost: 1+ Charge Die
Effect: This power grants the Darksighted condition to the characters designated by the power user, which works exactly like the Darksight passive power. The cost is 1 charge die per character affected.

Poison
Type: Action
Cost: 2 Charge Dice
Effect: Inflicts Poisoned on a character. Until this condition is cleared, the character loses 1 action die from her Action Pool at the beginning of her turn each round. This power does not work on squads or swarms (but see Mass Effect).

Quicken
Type: Action
Cost: 2+ Charge Dice
Effect: This power grants the Quickened condition to a character designated by the power user. You can grant the condition to multiple characters by spending 1 charge die per additional character.

Refresh
Type: Action
Cost: 2+ Charge Dice
Effect: This power strengthens a character’s stamina. The target’s current number of action dice in the character’s Action Pool is raised by 4. This power does not work on squads or swarms (but see Mass Effect). You can apply this power to several characters at once by paying 2 charge dice for each one.

Restore
Type: Action
Cost: 1+ Charge Die
Effect: Removes Blindness or Poison from 1 character. You can remove several conditions (from one or multiple characters) by spending an additional charge die per condition.

Rise of the Phoenix
Type: Action
Cost: 5 Charge Dice
Effect: This power can bring a defeated character back into the conflict. The target character heals 1 wound circle and can participate as normal, with her current Pool levels, and resuming her position in the order of turns. This power does not work on squads or swarms and cannot be used with Mass Effect. It does not work on characters who still have one or more unmarked wound circles, that is, characters who are not defeated.

Shadow Strike
Type: Strike
Cost: 1 Charge Die
Effect: This power adds 3 bonus dice to a strike against an opponent who suffers the effects of the Darkness or Blinded conditions.

Shield
Type: Action
Cost: 2+ Charge Dice
Effect: This power grants the Shielded condition to a character designated by the power user. You can grant the condition to multiple characters by spending 1 charge die per additional character.

Slow
Type: Action
Cost: 2 Charge Dice
Effect: This power slows down a character temporarily. The victim’s current number of strike dice in the character’s Strike Pool is reduced to half (rounded up). This power does not work on squads or swarms (but see Mass Effect).

Super Combo Strike
Type: Action
Cost: 1+ Charge Dice
Effect: This power allows the user to make a combined strike with another character. These are the kind of strikes that teams do together at the climax of a showdown. For each charge die you spend, a character of your choice gains a bonus die to their strike this round. You can use this power before your turn to support a character who acts before you. Your character now actively participates in that strike, which probably includes all sorts of flashing lights, energy beams, tremors, thunderclaps, vaults high into the air, characters tossing each other at the enemy, and so on. You can combine this power with other strike powers, if you have the charge dice to pay for them.

Superior Power Control
Type: Boost
Cost: 2 Charge Dice
Effect: This power allows the user to use a strike power after rolling the strike dice. The player first rolls for the strike, then invokes this power and pays 2 charge dice plus any charge dice costs for the additional power(s) to be applied. Then the player rolls any dice granted by the power and adds them to the strike roll.

Vampiric Strike
Type: Strike
Cost: 2 Charge Dice
Effect: If this strike inflicts 1 or more wounds, the character using this power heals 1 wound. If the strike does not inflict a wound, the effect evaporates. This power does not work on squads or swarms (but see Mass Effect).

Weaken
Type: Action
Cost: 2 Charge Dice
Effect: This power weakens a character’s stamina. The victim’s current number of action dice in the character’s Action Pool is reduced by 3. This power does not work on squads or swarms (but see Mass Effect).

Whirlwind Attack
Type: Strike
Cost: 1 Charge Die
Effect: This power adds 2 bonus dice to a strike against a squad or 1 bonus die against a swarm or an individual.

Zap
Type: Strike
Cost: 3 Charge Dice
Effect: This strike is now electricity-based. You gain 4 bonus dice to roll in this strike against an individual, 3 against a squad, or 2 against a swarm. Zap cannot be combined with fire- or frost-based powers and weapon effects.