Fyxt Power Database Search


Just like in other popular RPG’s like Dungeons and Dragons, the Fyxt Role Play Game System uses Powers to give the character a wide variety of special things that they can do, like spells and abilities in other RPG’s.

Here players can browse through and search the ever-expanding Fyxt RPG Power Database.

Fyxt RPG Power Filters
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Combatant Powers 709
Standard Fyxt RPG Powers 1020
Generalist Powers 481
Advanced Fyxt RPG Powers 473
Mystic Powers 331
Total Fyxt RPG Powers 1493
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Powers Found (837) | Page 1 of 42
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Corpse Blight Fruit - Healing
The fruit of the Corpse Blight Tree looks like a wilted lemon, with a tough rind and a green-yellow hue. After peeling back the rind the flesh is tender, and fresh, and sweet, with a flavor of citrus and honey.
  • 16d16 Healing Target: Creature (1) Range: Self Duration: Instant
  • Healing +55 Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 202
Mystery Serum
Sensing that you need a little more help with these enemies you inject yourself with Mystery Serum.
  • Recovery +80 Target: Creature (1) Range: Self Duration: 2 Rounds
  • Resistance +20 Target: Creature (1) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 124
Acid Fog
Creates a billowing mass of misty acidic vapors burning any creature within it.
  • 2d6 Damage Target: AOE (4x4) Range: 10 Spaces Duration: 5 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 197
Acid Splash
You fire a small orb of acid at the target.
  • 1d4 Damage Target: Creature (1) Range: 5 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 12
Acidic Torment
This caustic solution cascades on the target, causing boils and open sores from head to toe. Green and red fluid slowly seeps down the flesh, emiting a light cloud of smoke as the flesh burns away.
  • 6d10 Damage Target: Creature (1) Range: 8 Spaces Duration: 3 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 150
Adjust Reality
Adjusting the reality around you you make things a little better.
  • 1d8 Healing Target: Creatures (2) Range: 3 Spaces Duration: Instant
  • 1d10 Damage Target: Creatures (2) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Mystic | Use In: BT TT RT Cost: 34
Adrenaline Dart
A dart hits an ally, giving them a burst of healing and energy.
  • 3d16 Healing Target: Creature (1) Range: 8 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 48
Adrenaline Rush
When things get crazy you get pumped up. Adrenaline courses through your veins giving you more Hit Points for a few rounds.
  • Hit Points +15 Target: Creature (1) Range: Self Duration: 2 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 18
Adrenaline Rush
When things get crazy you get pumped up. Adrenaline courses through your veins giving you more Hit Points for a few rounds.
  • Hit Points +15 Target: Creature (1) Range: Self Duration: 3 Rounds
Aggression: Defensive | Discipline: Combatant and Mystic | Use In: BT Cost: 27
Aimed Arrow Shot
With careful aim you line up a target and let an arrow fly.
  • 1d6 Damage Target: Creature (1) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 10
Air Walk
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill.
  • Movement, Flying Target: Creature (1) Range: 1 Space Duration: Encounter
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 171
Alarm
Alarm sounds a mental or audible alarm when a creature (PC or NPC) triggers this Power (as per a trap). Speaking the password (determined by you) does not set off the alarm. A mental alarm alerts you (and only you) so long as you remain within 1k spaces of the Alarm. An audible alarm produces sound, determined when set. The sound lasts for 1 round. This should be set as per a Trap.
  • Far Communication 1k Target: AOE (4x4) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 41
All Your Minds Are Belong To Us
Just a little taste of telekinetic shards in your dome. This does damage and Moves your target some.
  • 4d6 Damage Target: AOE (2x2) Range: 4 Spaces Duration: Instant
  • Move Enemy 1 Target: AOE (2x2) Range: 4 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 48
Ally Communication
Hacking into the local communication systems you are able to communicate with your allies nearby.
  • Far Communication 10k Target: Creatures (4) Range: Self Duration: 1 Round
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 62
Alter Gravity
You alter the laws of gravity around your target. They are able to walk on any solid surface as if it was the ground for one round. This includes walls, ceilings, trees, or any other solid object.
  • Movement, Ground Target: Creature (1) Range: 1 Space Duration: 1 Round
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 8
Analyze Dweomer
You attempt to identify effects or Powers of a creature or item with heightened ability. This Power will grant a bonus to Scholar for each check.
  • Scholar +5 Target: Space (1) Range: 10 Spaces Duration: 5 Rounds
Aggression: Defensive | Discipline: Mystic | Use In: BT TT RT Cost: 108
Angelic Teleportation
With a rush of air and the sound of flapping wings, you teleport you and your allies far away.
  • Far Teleport Ally 100k Target: Creatures (4) Range: 2 Spaces Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: TT RT Cost: 80
Angry
When your friends are picked on you get mad.
  • Attack +4 Target: Creature (1) Range: Self Duration: 4 Rounds
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 48
Animal Assistance
Calling on one of the local animals they come to your aid and attack your enemy. Using the distraction you move (or an ally) to a more favorable position.
  • Move Ally 2 Target: Creature (1) Range: Self Duration: Instant
  • 1d6 Damage Target: Creature (1) Range: 3 Spaces Duration: Instant
Aggression: Offensive | Discipline: Combatant and Mystic | Use In: BT Cost: 10
Animal Messenger
You compel an animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies.
  • Far Communication 10k Target: Creature (1) Range: Self Duration: Instant
Aggression: Defensive | Discipline: Mystic and Generalist | Use In: BT TT RT Cost: 15
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