Hedge Magic (1 intellct point):
You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can’t use hedge magic to harm another creature or object. Action.
Onslaught (1 intellect point):
You attack a foe using energies that assail either his physical formor his mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (and thus ignores Armor). Some creatures without minds (such as automations) might be immune to mindslice action.
Push (2 intellect points)
You push a creature orobject an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can’t use this esotery to pull a lever or even close a door. Action.
Scan (2 intellect points)
You scan an area equal in size to a 10-foot (3-meter) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal
and synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that
connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this esotery doesn’t tell you what the information means. Thus, in the first example, you don’t know what the metal and synth device does. In
the second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature
is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler.