Base Effect Levels by Technique + Form

Back to Warpcraft main page

Power Levels in Warpcraft

Power levels are determined by a combination of:

  • Base effect level (based on Form + desired outcome)
  • Modifiers for RangeDuration, and Target
  • Optional size or complexity increases

Power Level = Base Effect Level (based on Technique + Form) + Modifiers

Below are baseline levels for common power effects, assuming default:

  • Range: Personal/Touch
  • Duration: Instant
  • Target: Individual

Forces effect level guidelines

Life effect level guidelines

Matter effect level guidelines

Mind effect level guidelines

Warp effect level guidelines

Know Guidelines:

Know Life

The Art of Kmow reveals the hidden truths of the world. When combined with the Form of Life, it allows magi to understand the physical nature and history of living beings and organic matter.

These guidelines exclude emotional or cognitive states, which are covered under Intellego Mentem (Know Mind). Instead, Know Life focuses on the physical essence of life—from sensing the presence of a person to understanding the structure and properties of a plant or animal product.


General Considerations

  • Sensory Filtering: Beings are perceived through their natural sensory framework (e.g., an animal may remember scent-based information more vividly than visual detail).

Know Mind

The Art of Know, when applied to Mind, enables a warpcraft wielder to uncover the thoughts, feelings, memories, and consciousness of intelligent beings. These projections allow insight into a target’s internal world, making them invaluable for interrogation, diplomacy, and psychological understanding.

This form does not affect the content of writing directly—written text is inert unless interpreted by a mind. To understand or translate written material with Intellego Mentem, the caster must read it through another person’s comprehension of it.


General Considerations

  • Depth vs. Duration: A Momentary Intellego Mentem spell may answer one complex question or surface thought but cannot access broad memories or reasoning unless sustained.
  • Unique Minds: Some information sensed via Mind are received in idiosyncratic, symbolic, or surreal ways, based on the subject’s personality.

Guideline Table – Know Mind

LevelEffect
4Sense the state of consciousness of an intelligent being (e.g., asleep, awake, meditating, drugged, dead, etc.).
5Detect a single emotion within the target. Understand the meaning of spoken words by interpreting the speaker’s intent.
10Sense all of a target’s current emotions.
Discover whether a statement they just made is true or false.
15Speak directly with a person’s mind (as if in conversation).
Read their surface thoughts.
Ask and receive a single answer from their conscious mind.
20Read all memories from the last day.
25Learn all information the target’s mind contains, including memories, knowledge, and subconscious impressions.

Examples of Use

  • Know mind 5: Sense if someone is hiding fear before a duel.
  • Know mind 10: Learn if a merchant is lying during negotiation.
  • Know mind 20: Review the target’s last 24 hours to find a hidden location.
  • Know mind 25: Extract a full confession from a prisoner or learn a warrpcraft wielder’s entire set of formulaic and ritual warpcraft projections.

Know Warp

The Form of Warp, when combined with Know, allows a warpcraft wielder to perceive the structure, traces, and nature of unnatural forces in the world—what might be called the “warp and weft” of reality. These projections are crucial for identifying warpcraft, auras, and mystical boundaries, although their effectiveness may vary by Realm.

Detecting Relics and Talismans, Auras, and creatures of warp requires specific projection tailored to each category. A single projection cannot detect all warpcraft phenomena.


General Considerations

  • Residue Decay: Psychic projection residues halve in strength immediately upon expiration, then drop by one magnitude per original projection duration. GM may adjust this rule based on narrative needs.
  • Realms of Power: Each projection targets only one Realm (Psychic, Ruinous or Divine), and Realm-specific versions must be developed.
  • Warp Creatures and Items:
    • Creatures: Detected via Might / Highest Art (÷5).
    • Items: Detected via Warp Essence invested in creation.

Guideline Table – Know Warp

LevelEffect
1Detect the presence of tenth magnitude projection. Detect an aura.
Detect the presence of raw warp essence.
2Detect warpcraft projection of eighth magnitude or higher.
Determine the strength of a dominant aura.
3Detect warpcraft projection of sixth magnitude or higher.
Detect hidden auras. (With Vision target: perceive centers or shapes of auras.)
4Detect warpcraft of third magnitude or higher. Judge the quantity of vis.
Discern the Art of warp essence (e.g., Create or Life).
5Detect any active warpcraft projections, regardless of magnitude.
10Detect residues from recent strong warpcraft projections.
Sense past warpcraft projections (within about a day or less).

Higher Levels:

  • +1 magnitude: Identify whether projection is Sanctified or non-Sanctified.
  • +2 magnitudes: Learn the Technique and Form (or rough equivalent) of the effect.
  • +3 or more: Additional precision based on projection design.

Examples of Use

  • Know Warp 3: Scan for hidden auras during exploration.
  • Know Warp 4: Examine the warp essence content and type in a harvested exotic plant.
  • Know Warp 5: Confirm that an ongoing protective ward is still active.
  • Know Warp 10+: Study the echoes of a powerful projection manifested the night before.

Know Matter

Guidelines for Know targeting Mayyer, the physical and material nature of substances—solids, liquids, and objects.

These guidelines focus on learning about tangible materials, their natural and warpcraft properties, and their composition.


General Considerations

  • Substance-Specific Logic: Projections on liquids don’t usually require requisites for different liquids. Know Matter projection levels are consistent regardless of material of the target.
  • Composition and Identity: Projections can reveal ingredients, warpcraft traits, or even allow communication with natural materials (e.g., rocks or bodies of water).

Guideline Table – Know Matter

LevelEffect
1Make a sense unaffected by water.
2Get an image of water.
Learn a visible property of an object.
3Get an image of water and surroundings.
Learn natural properties of a liquid.
Learn mundane properties of ash.
4Learn natural properties of a liquid mixture.
Learn mundane property of an object.
See an object and surroundings.
5Learn warpcraft properties of a liquid.
Learn components of a mixture or alloy.
Detect fire traces within the last lunar month.
10Learn warpcraft properties of a liquid mixture. Learn all natural properties of an object.
15Sense all mundane properties of a composite object.
Speak with a natural rock.
Speak with a natural body of water.
20Learn warpcraft properties of an object.
See through earth or stone.
Speak with artificial rock.
Speak with artificial liquid (e.g., fountain).

Examples of Use

  • Know Matter 4: Assess a barrel of mixed wine for quality and contamination.
  • Know Matter 10: Understand all traits of a sword’s steel, weight, and sharpness.
  • Know Matter 3: Study the ash from a destroyed lab to learn what burned there.

Know Forces

Guidelines for Know targeting Forces, energetic phenomena, elements in motion, or environmental forces—such as fire, air, and magical auras.

These guidelines enable the perception of energy, movement, presence, and properties of invisible or dynamic forces in the world.


General Considerations

  • Force Interpretation: Many projections allow you to extend or refine your perception of dynamic forces—hearing through storms, detecting heat levels, or seeing through flame.
  • Nature of Forces: This category includes the perception and analysis of:
    • Elemental and Thermal Forces
    • Fire, Heat, and Cold – Includes combustion, radiant heat, and thermal voids (cold as energetic absence).
    • Light and Illumination – Natural and artificial luminance, shadow, and glow (including warp-glow or radiance from esoteric sources).
    • Electricity and Lightning – Natural charge, artificial current, neural energy arcs, or warp-tethered surges.
    • Kinetic Phenomena – Impact, vibration, sonic pulses, velocity, acceleration, or shockwaves.
    • Sound and Resonance – Vibrational patterns carried through solid, liquid, or gaseous mediums.
    • Wind and Pressure – Atmospheric flows, turbulence, storms, and vacuums.
    • Gravity and Inertia – Mass attraction, pull, orientation shifts, and relative weight.
    • Magnetism – Polar attraction/repulsion, loadstone effects, and magnetic fields.
    • Buoyancy and Fluid Tension – Resistance, lift, and balance in liquids and gas.
    • Radiation – Heatless light, fallout, magical or divine exposure fields.
    • Temporal Momentum – Residual inertia, direction of timeflow sensed via force signatures.

Guideline Table – Know Forces

LevelEffect
1Make your senses unhindered by forces (e.g., hear through kinetic force of wind).
Sense one property of a force.
2Locate a surce of force.
Sense all mundane force properties.
Sense heat levels.
Become aware of all active forces in an area.
4See clearly through a source of force.
Learn warpcraft properties of a fire.
Have an intuition about the weather
10See a source of force and all things it illuminates.
15Speak with force.
20Speak with a unnatural force.

Examples of Use

  • Know Forces 2: Sense the ambient heat in a room for signs of smoldering danger.
  • Know Forces 10: Look through a distant bonfire and see what it lights up clearly.


Create

FormBase Power LevelsExamples
Life10 – Heal 1 Wound;
10 – Create an animal
15 – Accelerate the maturation to 1 day and night
20 – Regrow limb
20 – Heal 5 wounds
25 – Stop the progress of disease.
25 – Restore lost sense
25 – Restore lost limb
35 – Heal all wounds
50 – Create warp beast
75 – Raise from the dead
Create a simulacrum of a person; rapid healing
Matter10 – Shape basic object; 15 – Forge metal; 25 – Build armored structureCreate weapons or walls
Force5 – Light; 10 – Flame; 20 – Plasma burstFireballs, energy beams
Mind10 – Induce strong emotion; 20 – Insert memoryInspire fear, create hallucinations
Warp15 – Create minor daemon; 25+ – Major riftSummon horrors or mutate reality
  • 10 –
    • Heal 1 Wound;
    • Create an animal
  • 20 – Regrow limb

Control

FormBase Power LevelsExamples
Life10 – Restrain person; 20 – Morph bodyParalyze limbs, cause mutation
Matter10 – Animate object; 15 – Reshape terrainMove stone, liquefy armor
Force10 – Direct lightning; 20 – Nullify soundBend fire, silence explosions
Mind5 – Read intent; 15 – Mind controlDominate enemy, puppet emotions
Warp15 – Suppress power; 25 – Seal riftDispel, counter-effect, barrier wards

Know

FormBase Power LevelsExamples
Life3 Sense the state of conciousness of a beast, Get general nformation about it’s body
5 – Detect injuries;
5 – Learn origins and age of something made of animal products
10 – Sense corruption
10 – Speak with an animal
20 – Probe the mind of a beast
Scan health or mutation
Matter3 -Make major change on product like turning leather jerkin to saddle
5 – Identify material; 10 – X-ray vision
Detect traps or voids
Force5 – Detect energy; 10 – Track heatTrace power sources
Mind5 – Read thoughts; 15 – Uncover secretsLie detection, emotional reading
Warp10 – Sense auras; 15 – Detect daemonsReveal latent powers, Warp tides

Destroy

FormBase Power LevelsExamples
Life10 – Inflict wound; 20 – Kill targetRot, boil blood, melt flesh
Matter10 – Shatter object; 20 – Crumble wallMelt armor, corrode machinery
Force5 – Extinguish flame; 15 – Cancel energy blastNullify heat or light
Mind10 – Cause confusion; 20 – Erase memoryBreak resolve, mental collapse
Warp15 – Banish lesser daemon; 25+ – Purge taintCleanse corruption, snap pacts

Modifiers to Base Power Level

Modify the base level by adjusting:

RangeModifier
Personal / Touch+0
Voice (30–50m)+2–5
Sight+3–6
Arcane Connection+10+
DurationModifier
Instant+0
Concentration+1–2
Diameter (a few minutes)+1
Sun (a few hours)+2–3
Ring / Circle+2–4
Permanent (Ritual only)+10+
TargetModifier
Individual+0
Group (up to 10)+2–3
Circle+1–4
Room+2–4
Structure+3–5
Boundary (e.g., town)+10+

Example: “Flame of the Warp”

  • Effect: Hurl a bolt of warp-fire at a visible target
  • Technique + Form: Create Force
  • Base Effect: Deal moderate energy damage (level 15)
  • Range: Voice (add +3)
  • Duration: Instant (no modifier)
  • Target: Individual (no modifier)

Total Power Level: 18

Summary

  • Use Technique + Form charts to determine the base power effect level
  • Modify based on Range, Duration, and Target
  • Rituals or large-scale powers may push levels into the 30s or 40s

Back to Warpcraft main page