Dungeon Fantasy Power-Ups
For the purpose of this index page, "Dungeon Fantasy Power-Ups" are defined as custom advantages developed for characters in the Dungeon Fantasy line.
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* Power-Up Name (//**Full Book Title**//, p. 00) [points]
General Power-Ups
Caster Power-Ups
- Adversity Casting (Dungeon Fantasy 11: Power-Ups, p. 13), Prerequisite: Deathliness, Demonic Attunement, Elemental Influence, Magery, or Power Investiture (any) at 1+ [variable]
- Familiar (Dungeon Fantasy 11: Power-Ups, p. 14), Prerequisite: Bardic Talent, Deathliness, Demonic Attunement, Elemental Influence, Magery, Power Investiture (any), or Wild Talent (No Advantage Requirements) at 1+ [31 to 43]
- Ghost Blaster (Dungeon Fantasy 11: Power-Ups, p. 14), Prerequisite: At least one Missile spell [5/spell]
- Magic Perks [1 each]
- Area Spell Mastery† (Dungeon Fantasy 11: Power-Ups, p. 14), Prerequisite: At least one Area spell
- Far-Casting†‡ (Dungeon Fantasy 11: Power-Ups, p. 14), Prerequisite: At least one spell that's cast at -1/yard
- Huge Subjects† (Dungeon Fantasy 11: Power-Ups, p. 14), Prerequisite: At least one Regular spell
- Melee Spell Mastery† (Dungeon Fantasy 11: Power-Ups, p. 14), Prerequisite: At least one Melee spell
- Missile Spell Mastery† (Dungeon Fantasy 11: Power-Ups, p. 14), Prerequisite: At least one Missile spell
- Power Casting† (Dungeon Fantasy 11: Power-Ups, p. 15)
- Psychic Guidance† (Dungeon Fantasy 11: Power-Ups, p. 15), Prerequisite: At least one Missile spell
- Rule of 17 (Dungeon Fantasy 11: Power-Ups, p. 15), Prerequisite: At least one Resisted spell
- Spell Hardiness† (Dungeon Fantasy 11: Power-Ups, p. 15)
- Spell Resistance† (Dungeon Fantasy 11: Power-Ups, p. 15)
- Magical Stability (Dungeon Fantasy 11: Power-Ups, p. 15), Prerequisite: Bardic Talent, Deathliness, Demonic Attunement, Elemental Influence, Magery, or Power Investiture (any) at 1+ [variable]
Combat Power-Ups
- Cleaving Strike (Dungeon Fantasy 11: Power-Ups, p. 10), Prerequisite: Any Melee Weapon skill capable of swinging attacks, plus one of ST 18+, Trained by a Master, or Weapon Master [5/skill]
- Combat Perks [1 each]
- Acrobatic Feints (Dungeon Fantasy 11: Power-Ups, p. 11), Prerequisite: Acrobatics
- Brave (Dungeon Fantasy 11: Power-Ups, p. 11)
- Combat Pole-Vaulting‡ (Dungeon Fantasy 11: Power-Ups, p. 11), Prerequisites: Acrobatics and Jumping
- Dirty Fighting‡ (Dungeon Fantasy 11: Power-Ups, p. 11)
- Dual Ready† (Dungeon Fantasy 11: Power-Ups, p. 11)
- Finishing Move† (Dungeon Fantasy 11: Power-Ups, p. 11)
- Flourish (Dungeon Fantasy 11: Power-Ups, p. 11)
- Follow-Through (Dungeon Fantasy 11: Power-Ups, p. 11)
- Pack Rat (Dungeon Fantasy 11: Power-Ups, p. 11)
- Quick-Sheathe† (Dungeon Fantasy 11: Power-Ups, p. 11), Prerequisite: Fast-Draw
- Reach Mastery† (Dungeon Fantasy 11: Power-Ups, p. 11)
- Sacrifical Parry† (Dungeon Fantasy 11: Power-Ups, p. 11)
- Shield-Wall Training (Dungeon Fantasy 11: Power-Ups, p. 12)
- Trademark Move (Dungeon Fantasy 11: Power-Ups, p. 12)
- Master at Disarms (Dungeon Fantasy 11: Power-Ups, p. 12), Prerequisite: Any Melee Weapon skill [10/skill]
- Mortal Foe (Dungeon Fantasy 3: The Next Level, p. 40 and Dungeon Fantasy 11: Power-Ups, p. 12), Prerequisite: Combat skill at 20+ [5/class]
- Not Without My Weapon (Dungeon Fantasy 11: Power-Ups, p. 12), Prerequisite: Any weapon skill [10/skill]
- Perfect Recovery (Dungeon Fantasy 11: Power-Ups, p. 12), Prerequisite: Acrobatics [10]
- Run and Hit (Dungeon Fantasy 11: Power-Ups, p. 12), Prerequisite: Any Melee Weapon skill, and Trained by a Master or Weapon Master [10/skill]
- Slayer Training (Dungeon Fantasy 11: Power-Ups, p. 13) [variable]
- Slayer Swing at Neck (Dungeon Fantasy 11: Power-Ups, p. 13), Prerequisite: Any Melee Weapon skill capable of swinging attacks [4/skill]
- Slayer Swing at Skull (Dungeon Fantasy 11: Power-Ups, p. 13), Prerequisite: Any Melee Weapon skill capable of swinging attacks [5/skill]
- Slayer Thrust to Eye (Dungeon Fantasy 11: Power-Ups, p. 13), Prerequisite: Any Melee Weapon skill capable of thrusting attacks [6/skill]
- Slayer Thrust to Vitals (Dungeon Fantasy 11: Power-Ups, p. 13), Prerequisite: Any Melee Weapon skill capable of thrusting attacks [3/skill]
- Two-Weapon Fighting (Dungeon Fantasy 3: The Next Level, p. 41 and Dungeon Fantasy 11: Power-Ups, p. 13), Prerequisite: Trained by a Master or Weapon Master, and any one-handed Melee Weapon Skill [6/skill (5 with Ambidexterity)]
Utility Power-Ups
- Adventurer's Bond (Dungeon Fantasy 11: Power-Ups, p. 16) [5, +1 for each additional level]
- Claim to Hospitality (Dungeon Fantasy 11: Power-Ups, p. 16) [5]
- Hero (Dungeon Fantasy 11: Power-Ups, p. 16) [5/level]
- Team Player (Dungeon Fantasy 11: Power-Ups, p. 16), Prerequisite: Sense of Duty [5]
Power-Ups by Template
Artificer Power-Ups
- Advantages suitable as Barbarian Power-Ups
- Dungeon Fantasy 11: Power-Ups, p. 17
- Artifact Lore (Dungeon Fantasy 11: Power-Ups, p. 17) [25]
- Artificer Perks [1 each]
- Doodad‡ (Dungeon Fantasy 11: Power-Ups, p. 17)
- Potion Implant‡ (Dungeon Fantasy 11: Power-Ups, p. 17), Prerequisites: Gizmos 1+ and Quick Gadgeteer
- Spot Weakness (Dungeon Fantasy 11: Power-Ups, p. 17), Prerequisite: Quick Gadgeteer
- Improvisation (Dungeon Fantasy 11: Power-Ups, p. 17) [5/level]
- Spellsmith (Dungeon Fantasy 11: Power-Ups, p. 18) [25]
Barbarian Power-Ups
- Advantages suitable as Barbarian Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 38
- Dungeon Fantasy 11: Power-Ups, p. 18
- Barbarian Perks [1 each]
- Focused Fury (Dungeon Fantasy 11: Power-Ups, p. 18)
- Huge Weapons (Dungeon Fantasy 11: Power-Ups, p. 18), Prerequisite: SM+1
- Power Grappling (Dungeon Fantasy 11: Power-Ups, p. 18), Prerequisite: Wrestling
- Damage Resistance 1 or 2 (Limited, Crushing; Tough Skin) (Dungeon Fantasy 3: The Next Level, p. 38) [1 or 2]
- Damage Resistance 1 or 2 (Tough Skin) (Dungeon Fantasy 3: The Next Level, p. 38) [3 or 6]
- Great Rage (Dungeon Fantasy 11: Power-Ups, p. 19) [20/level]
- Heroic Lifts (Dungeon Fantasy 11: Power-Ups, p. 19) [6/level]
- Ragnar's Breath (Dungeon Fantasy 11: Power-Ups, p. 19) [5]
- Seafarer (Dungeon Fantasy 11: Power-Ups, p. 19) [10/level]
Bard Power-Ups
- Advantages suitable as Bard Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 38
- Dungeon Fantasy 11: Power-Ups, p. 19
- Allure (Dungeon Fantasy 11: Power-Ups, p. 20) [5/level]
- Artifact Lore (Dungeon Fantasy 11: Power-Ups, p. 17+20) [25]
- Bard-Lore (Dungeon Fantasy 11: Power-Ups, p. 20) [5/level]
- Craftiness (Dungeon Fantasy 11: Power-Ups, p. 20+35) [5/level]
- Mind Probe (Bard-Song) (Dungeon Fantasy 3: The Next Level, p. 38) [14]
- Scanning Sense (Sonar, Bard-Song) (Dungeon Fantasy 3: The Next Level, p. 38) [14]
- Songs (Dungeon Fantasy 11: Power-Ups, p. 20) [variable]
- Alarum (Dungeon Fantasy 11: Power-Ups, p. 20), Prerequisite: Bardic Talent 4+ [31, +5 for each additional level]
- Dirge (Dungeon Fantasy 11: Power-Ups, p. 20), Prerequisite: Bardic Talent 4+ [25, +5 for each additional level]
- Paean (Dungeon Fantasy 11: Power-Ups, p. 21), Prerequisite: Bardic Talent 4+ [26, +5 for each additional level]
- Siren Song (Dungeon Fantasy 11: Power-Ups, p. 21), Prerequisite: Bardic Talent 4+ [26, +5 for each additional level]
- Triumph (Dungeon Fantasy 11: Power-Ups, p. 21), Prerequisite: Bardic Talent 5+ [36, +5 for each additional level]
- Warning (Dungeon Fantasy 11: Power-Ups, p. 21), Prerequisite: Bardic Talent 3+ [24, +5 for each additional level]
- Street-Smart (Dungeon Fantasy 11: Power-Ups, p. 21+35) [5/level]
- Unfazeable (Bard-Song) (Dungeon Fantasy 3: The Next Level, p. 38) [11]
Cleric Power-Ups
- Advantages suitable as Cleric Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 38
- Dungeon Fantasy 11: Power-Ups, p. 19
- Cleric Perks [1 each]
- Flagellant's Blessing (Dungeon Fantasy 11: Power-Ups, p. 22), Prerequisite: Power Investiture 1+
- Focused Exorcist (Dungeon Fantasy 11: Power-Ups, p. 22), Prerequisite: Exorcism
- Close to Heaven (Dungeon Fantasy 11: Power-Ups, p. 22) [5/level]
- Combat Medic (Dungeon Fantasy 11: Power-Ups, p. 22), Prerequisites: Power Investiture 1+, plus Esoteric Medicine or First Aid [5/level]
- Dismissive Wave (Dungeon Fantasy 11: Power-Ups, p. 22), Prerequisites: Power Investiture 4+ and Exorcism [10]
- Great Prayer (Dungeon Fantasy 11: Power-Ups, p. 22), Prerequisites: Power Investiture 6+ [30]
- New Realm (Dungeon Fantasy 11: Power-Ups, p. 22), Prerequisites: Power Investiture 6+ [variable]
- Retribution (Dungeon Fantasy 11: Power-Ups, p. 23), Prerequisites: Holiness or Power Investiture 6+ [40]
- Shield of Faith (Dungeon Fantasy 11: Power-Ups, p. 23), Prerequisites: Holiness or Power Investiture 3+ [30]
Demonologist Power-Ups
- Advantages suitable as Demonologist Power-Ups
- Dungeon Fantasy 11: Power-Ups, p. 24
- Close to Hell (Dungeon Fantasy 11: Power-Ups, p. 24) [5/level]
- Demonologist Perks [1 each]
- Focused Exorcist (Dungeon Fantasy 11: Power-Ups, p. 22+24)
- Life-Force Burn‡ (Dungeon Fantasy 11: Power-Ups, p. 24), Prerequisite: Deathliness, Demonic Attunement, or Power Investiture (Unholy) 1+
- Magical Lawyer (Dungeon Fantasy 11: Power-Ups, p. 24)
- Hellfire (Dungeon Fantasy 11: Power-Ups, p. 24), Prerequisite: Demonic Attunement 4+ [30]
Druid Power-Ups
- Advantages suitable as Druid Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 38
- Dungeon Fantasy 11: Power-Ups, p. 24
- Damage Resistance 4 (Limited, Elemental; Druidic) (Dungeon Fantasy 3: The Next Level, p. 38) [14]
- Close to the Earth (Dungeon Fantasy 11: Power-Ups, p. 25) [5]
- Druid Perks [1 each]
- Eye of the Storm (Dungeon Fantasy 11: Power-Ups, p. 25)
- Friendly Undergrowth (Dungeon Fantasy 11: Power-Ups, p. 25)
- New Realm (Dungeon Fantasy 11: Power-Ups, p. 22-23+25) [variable]
- Reincarnation (Dungeon Fantasy 11: Power-Ups, p. 25) [20/level]
Elementalist Power-Ups
- Advantages suitable as Elementalist Power-Ups
- Dungeon Fantasy 11: Power-Ups, p. 25
- Elementalist Perks [1 each]
- Filter (Dungeon Fantasy 11: Power-Ups, p. 25), Prerequisite: Elemental Influence 1+ (Air or All Elements)
- Kindle (Dungeon Fantasy 11: Power-Ups, p. 25), Prerequisite: Elemental Influence 1+ (Fire or All Elements)
- Pebbles (Dungeon Fantasy 11: Power-Ups, p. 25), Prerequisite: Elemental Influence 1+ (Earth or All Elements)
- Rinse (Dungeon Fantasy 11: Power-Ups, p. 25), Prerequisite: Elemental Influence 1+ (Water or All Elements)
- Inextinguishable Power (Dungeon Fantasy 11: Power-Ups, p. 25), Prerequisite: Elemental Influence 1+ [5]
- Power Reincarnate (Dungeon Fantasy 11: Power-Ups, p. 25), Prerequisites: Elemental Influence 3+ and Wild Talent 1+ [10]
- Storms (Dungeon Fantasy 11: Power-Ups, p. 25), Prerequisite: Elemental Influence 6+ (appropriate Element or All Elements) [40/Storm]
Holy Warrior Power-Ups
- Advantages suitable as Cleric Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 38-39
Knight Power-Ups
- Advantages suitable as Knight Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 39
Martial Artist Power-Ups
- Advantages suitable as Martial Artist Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 39
Scout Power-Ups
- Advantages suitable as Scout Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 39
- Enhanced Tracking (Multiple Lock-Ons) (Dungeon Fantasy 3: The Next Level, p. 39) [6/level]
Swashbuckler Power-Ups
- Advantages suitable as Swashbuckler Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 39
Thief Power-Ups
- Advantages suitable as Thief Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 39
- Striking ST 1-10 (only on surprise attack) (Dungeon Fantasy 3: The Next Level, p. 39) [2/level]
Wizard Power-Ups
- Advantages suitable as Wizard Power-Ups
- Dungeon Fantasy 3: The Next Level, p. 39
page revision: 5, last edited: 28 Sep 2016 15:39