They work differently from standard magic, in that they're not reliant on the worlds latent energies, and don't require concentration. Most have an activation cost, a "how-much-do-you-want" cost, and an upkeep cost. If you see an X, you can choose how much you put into that particular power. Unless otherwise stated, powers take a turn to activate, and therefore you might have to wait a turn to make use of them. Once activated, the value of X in active powers cannot be changed unless you activate a new one that overwrites the old one.
Spirit Warrior
Battle Aura: Think glowing anime character and you've got a good idea of what this does. Energy cost is 5 + X activation and then X upkeep. Increases melee damage rolls, Speed, attack rolls, and Dodge by 3X. Characters with this active cannot attempt to be Stealthy.
Energy Blast: A simple bolt of spiritual energy. Costs X to use, and can either deal 2d6 x X damage to a single target (no maximum range,) or 3X damage to every target within 50 feet, including those friendly to the caster.
Power Surge: The user sends forth a cone or ball of energy, dealing massive damage to massed enemies. Costs X to activate, and deals (1d6 + 1) x X damage to all creatures within a 10 foot radius of any spot within 150 feet of the caster, or all creatures within a 30 foot 90 degree cone, originating from the user.
Flight: Self explanatory. Costs 3 + X energy to activate, and X energy per turn to maintain. Can move 5X feet per round. The user can carry another person with them.
Instant Transmission: Costs 10X to activate, and allows the user to teleport themselves and anyone who is touching them to anywhere they've already been or have line of sight to within X miles. In combat, the effect is delayed by 1 round, and can be interrupted if the character is unable to maintain concentration on it. The effects that interrupt this ability include: Having an orgasm, getting into a submission hold, or being stunned or knocked prone. The character takes anyone they're touching with them when they teleport.
Energy Blade: Think Raziel or the plasma sword from Halo. Creates a burning beam of energy that extends three feet out from the users hand, acting like a sword. Costs 4 + X energy to bring out and 1 energy per turn to maintain. The blade may be of any thickness or color, up to the users choice. Attacking with it does Xd6 + Spirit/3 damage, and a successful hit drains 1d6 EP from the enemy and adds it to the user. This damage ignores all armor and pain resistances. The user can summon and attack with it in the same turn. This power uses the characters Spirit or Body for the attack roll, whichever is higher.
Necromancer
Animate: Costs 3X energy to activate. X is dependent on what you want to animate. For small objects roughly with size and weight roughly equal to (or less than) that of a small dog, X = 1. For objects roughly the size and weight of a human being, X = 2. For objects closer to a large horse, X = 3. Finally, for objects with size and weight much larger, X = 4. Objects larger than, say, an elephant, cannot be Animated. The animated object does not think or move on its own, and must be mentally directed by the caster.
Animating a dead creature with this ability produces a being identical statistically to what it was in life, but without any of its Spells, special abilities or Powers. For animating objects or corpses as creatures, treat it identically as the Call Spirit Power, but -1 to the functional value of X. Animated creatures cannot have their energy drained, but do not cause damage to those attempting to do so.
For shaping things (stone, dirt, ect,) this power can be used to create physical bonds, which give the creature the Bound status unless they win a Grapple roll against 12X.
This power cannot be used to cause damage by itself, and X cannot exceed 4 for any of the uses of this power.
Nightmarish Image: Covers the user in a dark aura, and causes their eyes to glow bright red. Anything looking upon the character must win a Resistance vs 5X check or flee, as an image drawn from their own nightmares appears in the place of the caster. Creatures must make this check only once, and are otherwise immune to it. Costs 3 + X to activate and X upkeep, and increases Dodge and melee damage by 3X.
Life-Leach: Cost is X, deals Xd8 damage to all creatures (including allies) within 20 feet, and the caster regains half of the damage dealt as HP.
Agony Bolt: Fires a beam of pure energy that sears through the flesh of those it strikes. Costs X energy, and deals 2d4 x X damage to all those within a 100 foot line.
Call Spirit: Call up a dead creature and offer it a piece of your soul for assistance. Costs 2X and no upkeep, but when the fight's over the spirit leaves. The spirit forms a corporeal body, with a Body stat equal to 10X. Spirits have a melee attack that deals 2d10 + Body/2 damage, and a ranged attack that deals 2d4 + Body/3 damage to a single creature that is within 50 feet. The spirit does not communicate with your enemies, and is immune to any abilities or powers that would attempt to alters its allegiance. Attempting to drain a spirits HP or EP instead deals an amount of damage to the user that they would normally regain. The Spirit still loses that much HP or EP.
Agony Lance: Similar to the Spirit Warriors Energy Blade, only in the form of a spear. Costs 3 + X energy to bring out and X - 1 energy per turn to maintain. Attacking with it does Xd12 + Spirit/4 damage, and a successful hit drains 1 HP and 1 EP from the enemy and adds it to the user. This damage ignores all armor and pain resistances. The weapon is always 10 feet long, allowing the wielder to attack enemies up to 10 feet away, and is almost always black, violet, or red. The user can summon and attack with it in the same turn. This power uses the characters Spirit or Body for the attack roll, whichever is higher.
Psychic
Telepathy: Allows mental communication with another being, allowing each to read the others surface thoughts in whatever form they take. The user can choose to shield her thoughts from one she opens communication with, thus allowing her to read an enemies surface thoughts. Costs 2 energy to activate and 1 upkeep per person involved if you're only communicating. To attempt to dominate a target, the cost is 2 + X, and the target must win a 3X vs Resistance check or follow the users orders until the end of combat, at which point they start to break free and must be dealt with in some other way. Actions that differ greatly from the creatures normal behavior might inspire another Resistance check to retain control of the creature.
Psychic Shield: Grants the user a shield that blocks attacks. Costs 2 + X energy to activate and X upkeep. Gives a 3X bonus to Dodge, Armor, and all grapple rolls.
Telekinesis: You should know what this is. Cost to activate is 3 + X, and the user can move anything weighing up to twice their weight in any way they wish, so long as they maintain line of sight. Striking a target with an object using telekinesis deals (2 + 1d6) x X to each target, but an object can only be directed in one direction per round. IE: If you want to hit more than one creature per round, you've got to get an object of the appropriate shape, or have excellent aim. An object can be moved up to 50 feet per round.
Mind Cutter: Cut through creatures and objects alike with your mind, costs X energy and does 2d6 x X damage to one target that is within line of sight. This attack ignores the first 10 points of the targets Armor.
Pyrokinesis: Manipulate fire with your mind. Calling up a flame takes 4 + X energy. Fire deals 1d10 x X damage per round that it is within contact with a creature, and can be used in any shape that the user can imagine to hit multiple targets in a single round. Each target after the first takes a cumulative -2 to the attack and damage roll from the Power. Fire already present can be manipulated for X EP. The fire must be within 50 feet of the user.
Mind-Break: The user invades the mind of a single target that is within 50 feet and erases their memories. Costs 3 + X energy, and unless the target wins a Resistance vs 4X check, their mind is erased, leaving them a helpless cripple. This ability can also be used to erase parts of the subjects memories. If used in such a way, first, the user and her target must be connected via Telepathy, and second, the user spends 10 + X EP. The user and her target then make an opposed Resistance check, with the user getting a +X bonus to their check. If the target wins, the energy was wasted, but if the user wins, they can examine and rewrite the targets memories as they see fit.
Priestess
Holy Wall: Creates a wall of reasonable size and shape that no being may pass without the users permission, or by winning a (Your Resistance x (1 + X)) vs (Enemies Resistance) check. Spells, special abilities, attacks and other Spirit powers cannot pass through or be cast through a Holy Wall without the casters permission. Costs 3 + X energy to activate and X energy to maintain. In addition, demons touching it take 2d6 x X damage.
Blessing: Grants strength to the user and her allies, costing 3 + X to activate and X upkeep. Increases attack rolls, Dodge, and Perception by 3X for the user and any allies within 30 feet.
Holy Fire: Spiritual fire that burns your foes. Costs X to activate, and does 2d6 x X damage to one foe within 50 feet, or 1d6 x X damage to all enemies within a 10 foot radius of any spot within 150 feet of the user. This Power does not harm those who are friendly to the user unless they explicitly desire it.
Fey Servant: Summons one of the Fey to aid the user in a task, but requires some additional service as payment. Will aid the user as they require, but will never fight against their own kind. Costs 4 EP to use. Only a single creature of each type can be summoned with each calling, though there is no limit to the number that can be supported at once. The Fey you can summon are:
Gruff/Kobold - A minor Fey warrior capable of aiding the user in combat. Requires nothing more than a kiss, though additional boons would certainly be... Appreciated.
Fey Sorceress/Troll - A more powerful Fey, either a potent caster or a mighty warrior. Requires that the user make love to them once they find a safe spot to rest.
Fey Knight - A powerful Fey warrior also capable of magic and spiritual powers. Can only be summoned when the user is up against a great many or very powerful demons, and then only if the user could not possibly win on their own. Requires only that demons be defeated in the course of their service.
Sphinx/Angel/Fey Lord - An incredibly powerful creature that brings untold amounts of power to bear against the users foes. Requires either that the user answer a simple riddle correctly, give them an impressive tale to tell, or grant them a boon similar to the one granted to the user. Which of these is up to the user and the fey itself.
Cudgel of the Blessed: Summons a club made of spiritual power. Costs 5 + X to activate and X to maintain. Allows the wielder to strike a creature with it for Xd10 + Spirit/3 damage. This damage ignores all armor and pain resistances. The user can summon and attack with it in the same turn. This power uses the characters Spirit or Body for the attack roll, whichever is higher.
Binding: Holds a creature in invisible, unbreakable chains. Costs X to activate and X - 2 to maintain. A creature held in this manner has the Bound status, and must win a (4X + Your Resistance) vs (Enemies Resistance) check to break free.
Shadowmancer
Tentacle: Summons a tentacle made of living shadow, either attached to the caster or on any piece of ground within 30 feet, which can be used as the caster sees fit. It has a Body of 20 + 5X, and you can maintain up to 5 at a time. Can deal damage as if it had the Unarmed Fighter Talent, and grapples as though it had the Grapple Expert Talent. Costs 3 + X energy to activate and 1 EP upkeep.
Patch of Shadow: Costs X to activate. Blots out all light in an area equal to 5X square feet that only the user and specified creatures can see within/through. Allows the wielder to make attacks against any creature within it as though they were sneak attacks so long as they have the Stealthy Talent. Also, creatures inside are treated as blind, and Light spells have no effect if cast within or through a Patch of Shadows. each patch requires 1 EP upkeep.
Dark Armor: Costs 3 + X to activate and X to maintain, summons chitinous armor made of pure shadow to protect the user. Increases melee damage rolls, grapple rolls, and Armor by 3X.
Piercer: Sends a shard of shadow at a single target within 70 feet, costing X energy and dealing Xd12 damage. Can also be used against multiple targets, but each additional target after the first decreases X by 1 for the purposes of damage and requires an additional attack roll.
Shadowstalker: Move from shadow to shadow silently and invisibly. Costs X energy, and allows you to teleport 20X feet so long as you begin and end your journey in a dark area, allowing you to bypass any obstacles (including Holy or Force Walls.)
Death-Whip: Creates a whip of pure living darkness attached to the users wrist. Costs 3 + X to activate and 2 EP upkeep. Allows the user to attack any 3 creatures within 10 feet of her with an attack that deals Xd4 + Spirit/3 damage. This damage ignores all armor and pain resistances. The user can summon and attack with it in the same turn. This power uses the characters Spirit or Body for the attack roll, whichever is higher.
Demonologist
Vampiric Futanari: The character grows a penis temporarily. Can be released at any time for free. Half of any pleasure the character causes their partner with it is drained from their EP and gained by the character using this ability. A character with this active orgasms and impregnates as normal. Costs 5 EP to activate and lasts until deactivated or until the character rests.
Fell Might: The user is filled with the power of Chaos! Costs 1 + X EP to activate and X EP to maintain. Increases melee damage rolls, attack rolls, Dodge, and Grapple rolls by 3X, but causes the character to lose X HP per round in addition to the EP upkeep.
Devils Lightning: A line of dark lightning bursts out from the casters hands, striking all creatures behind it in an 80 foot line. Costs X, and deals (1d8 + 1) x X damage to all those that it hits.
Form of the Swarm: Costs 1 + 2X to activate and 1 EP upkeep. Allows the user to transform their body into a swarm of insects, rats, worms, bats, or other such unpleasant creatures. They cannot be attacked in this form, and can move up to 5X feet per turn, moving through or over things that they would have to go around in human form. Unfortunately, they cannot attack or use other abilities either, and cannot move over things that their swarm-like form could not naturally move over, such as bodies of water. Also, creatures can easily track you if they so choose, so long as they can keep up with you. This Power can be used when a character is Bound or in a Submission Hold at double the cost. Retaking human form takes a turn, for which the user is stunned and helpless.
Summon Demon: Summons a demon of the type of the casters choosing to perform some task. Costs 4 EP to make the call, plus some additional fee depending on the demon called upon. When summoned, the demon obeys the casters order to the best of their ability, even going up against other demons, though they won't throw themselves to their deaths. Multiple demons of each type can be summoned for the price of a single calling, but each must be payed separately before they will depart. Demons summoned in this way that die are not destroyed, merely banished, but do not require payment unless they succeeded in whatever task the caster called them for. The demons are:
Stalker/Goblin/Demon Soldier - A minor demon warrior with moderate combat skills. Requires some form of sexual release as additional payment, though foreplay is generally sufficient.
Succubus/Stalker Lightmage - A more powerful demon, capable of powerful magic. Requires that the caster allow the demon to feed off of them until they are sated once their task is fulfilled.
Hellhound/Nightmare/Greater Tentacled Horror - An incredibly dangerous creature, capable of besting most other demons in single combat with relative ease. Requires that the user bear them a litter once their work is done, however.
Demon Lord- An incredibly powerful and dangerous opponent with almost unlimited options. Unfortunately, requires that the user return a favor to the demon lord of the demons choice once their obligation is fulfilled.
Gorgons Gaze: An incredibly powerful ability. Costs 5 + X to use. Causes a single creature that is within 50 feet and that the user looks upon to instantly turn to stone, and remain that way forevermore, or until the user releases them, unless they win a Resistance vs 4X check. Note: PCs affected by this will be Paralyzed instead of insta-killed.