Roger's Spells

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Powers {20(5)}

Cantrips

  • Psyche 15=32 Cantrips
Anatomics Blend Blind Catfall Catfeet Chain
Chill Clean Color Dampen Dust Enrich
Exterminate or Zap Extinguish Firefinger Float Gather Gun
Heat Haunting Knot Know Direction Legerdemain Mend
Page Light Purify Water Sharpen Shield Slip Speed
Stitch Sober Stumble Temperature Tie Turn Page
Unseen Hand Weathertell Werelight (or Bluelight)

Power Words

Dungeon Mark

This Amber Mark is deep in the Dungeons of Amber. Assaying it is done by one attuned awakening it and the other placing their hand on it.

It gives one the ability to open locked doors. Drop or raise force fields. Ring the emergency alarm. As well as other things