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A carried power does damage only if the attack carrying it not only hits, but does damage. For instance, a poison dart has to not only hit it's target, but manage to penetrate armor and hide before the poison can be delivered.
Description here.
Most spells have the advantage that there is no need to roll to hit, and the resolution can proceed directly to a damage roll of some sort. Further, few spells are halted by armor or the like, going up against raw defense ratings. Spell effects, even fully realized Transforms, may be dispelled, upon which the target reverts to normal.
A player may elect to take a familiarity with a spell, as though it were a bit of equipment (using the cost for familiarities if taken during adventurer construction). This should be noted in the stat block of the spell power itself.
An adventurer who takes all spells from the same school gets a reduction in price of one AP for each spell. An adventurer who takes spells from multiple class lists has to pay one extra per spell.
Sleep Dust targets two adjacent characters; the caster sprinkles dust on them that is enchanted by the spell to cause sleep.
AP Cost: 4
AP Cost: 3
A ball of painful light
AP Cost: 2
An explosion of fire fills the room, probably scorching not only the enemies, but friends, treasure, and doors as well.
AP Cost: 8
A normal lock opens, no test.
AP Cost: 3