Stamina 5 (13-15)
Ball Lightning Elemental - Ball Lightning floats around in a called area, and is attracted by anyone not selected to be protected from it. The orb emits strong streams of electricity which strike those within range of it continually. MA+ Level damage per turn until targets breaks away from stream. range is 50 feet, strikes when target is closer. Can be deadly at high levels, and are often used to guard an area. Can only be dispelled by caster, or by destroying Ball of Lightning. Normal weapons can be used to scatter its particles; Hits to destroy is 6+1 per ace. Targeted spell.
Dome of Lightning - Can be used as a shield, or to trap enemies within its electrical field. Anything which passes through it that was not selected for pass over is severely shocked and burned.
Disjoin Electricity - Stops electrical currents.
Stamina 6 (16-18)
Electrical Shock Wave - A blast of electricity impacts an area with a high voltage blast of sizzling electricity.
Imbue with Electricity - Electrical power as selected imbues a weapon or item permanently.
Electrical Turf - The ground or floor of a called area is electrically charged and shocks, burns and stuns anyone not selected to be unaffected. Lasts until dispelled, or caster runs low on stamina, and does damage every turn.
Gateway of Lightning - Called destination, and anyone who tries to enter who is not selected to pass is severely damaged, +60 dmg, and shock.
Stamina 7 (19-21)
Lightning Battery - Many bolts of lightning strike one after the other, 1 bolt per success.
Electrical Shield - Shields from attacks and shocks anyone who touches it.
Speed of Lightning - Target affected phases into a bolt of electricity and moves as fast as lightning.
Wall of Electricity - Forms where called and damages anyone not selected for passover who contacts wall. Can be used to imbue the walls of a home or fortress as well.
Stamina 8 (22-24)
Tornadic Fingers of Lightning - Many and continuous Fingers of lightning that strike victim as they are swept into an electrical funnel.
Bridge of Lightning - A bridge of lightning which those selected to cross can walk on.
Electrical Form - Target affected takes on an ethereal electrical form.
Pierce Shadows – Bolts of lightning pierce shadows and the outer fringe of the shadow plane to make the shadows retreat and reveal anything hiding there, damaging anyone who is struck by the bolts.
Stamina 9 (25-27)
Continuous Stream Lightning - Lightning streaks from elementalist's fingers in continuous stream at someone, +10 per success, per Attack turn. Targeted spell.
Lightning Elemental - Invoke a lightning elemental from the elemental plane which can command any electrical element in spell book as called at level rolled. +1 MA-Level per success.
Stamina 10 (28-30)
Ward of Lightning - Surrounds a site, or targets as called with a potent field of electricity. Electrocutes anyone who attempts to enter ward on contact, +100 dmg. Is permanent until dispelled by caster.
Fortress of Electricity - Create a fortress of crystal formed by electrical ionization in a called area with electrical wards as called. Power of Wards is +1 MA-Level per success unless power is fixed at total power of roll equals damage, LoD, and power.
Stamina 11 (31-35)
Master of Electricity - elementalist can formulate electrical commands, use them for warding, creating enchanted items, artifacts, and catalysts, and blend them with other gifts.
Stamina 12 (36-40)
Improved Power – apply any electrical power at these levels as gained.
Damage Stats
All electrical have stunning affects which cause -1 AR, -1 AR per ace.
Causes aggravated (normal) damage as well for +1 turn, +1 per ace.
All targeted spells use Magic HB to determine accuracy with targeting
or missile bonuses added. All radius spells set at up to +10 feet
radius per success as called unless otherwise stated.
Light -- Levimancy
Stamina 1 (1-3)
Aura of Light - Surrounds target and repulses evil and dark kinds for 1 action per success.
Ethereal Light - A soft light illuminates dark places, up to 1 square yard per success with command variable which allows caster to adjust range at any time within yards rolled.
Stamina 2 (4-6)
Refract Light - Bends light to shed it in various directions as called.
Beam of Light – Bright laser beam of light pierces a called target or target area. Repulses and does mild damage to evil and dark kinds.
Dim Light - cause light particles in immediate area to dim.
Stamina 3 (7-9)
Enchant Weapon - Enchants a weapon with power of light, 1 Level per success+30 damage, weapon will shed light, repulse light sensitive and evil types, and imbue target with concentrated light particles to damage. Enchantment lasts 1-3 attack per success.
Stream of Light - Continual stream of bright light floods a called area. Damages and repulses dark and evil kinds. Stream dispels as called or when caster's stamina is low.
Aura of Light - Surrounds a called target, blinds and burns them until elemental casts another spell.
Stamina 4 (10-12)
Divine Aura of Light - Repels evil and dark kinds, protects from dark powers (10% per success), allows one protected to see through shadow cloaks, and if touched, does a lot of damage +40. One protected by this aura cannot use magic while shielded, to do so dispels the aura.
Protection from the Light - Protects from light elements (10% per success).
Doorway of Light - Door protected radiates a pale blue aura, and delivers potent light particle streams to burn and blind anyone who contacts it that is not selected to enter, MA roll +40 damage, +80 damage to dark kinds.
Stamina 5 (13-15)
Spear of Light - Does double damage to dark or evil kinds, +50.
Dome of Light - Can be used as a shield, or to trap enemies within its bath of light. Anything which passes through it that was not selected for pass-over is disintegrated. Does double damage to evil.
Eclipse the Light – Blocks out light elements.
Stamina 6 (16-18)
Imbue with Light - A light power as selected imbues a weapon or item permanently.
Gateway of Light - Called destination, and anyone who tries to enter who is not selected to pass is severely damaged, +60 +60 dmg. quantum light stream, double light dmg, to evil and dark kinds.
Stamina 7 (19-21)
Speed of Light - Target affected phases into light field and moves fast as light.
Wall of Light - Forms as laser wall where called and damages anyone not selected for passover who contacts wall. Can be used to imbue the walls of a home or fortress as well.
Stamina 8 (22-24)
Bridge of Light - A bridge of light which those selected to cross can walk on.
Light Form - Target affected takes on an ethereal light form.
Pierce Shadows - A radius of light pierces shadows and the outer fringe of the shadow plane to make them retreat and reveal anything hiding there.
Stamina 9 (25-27)
Light Harness - Make a non-combative light effect permanent.
Raise into the Light - Raises a target into the light. Heals good alignments (1 HP per success, 5 HP per ace), Destroys wraiths that are not immune to it, and does evil double damage.
Light Elemental - Invoke a light elemental from the elemental plane which commands light elements. 1 MA-Level per success.
Stamina 10 (28-30)
Ward of Light - Surrounds a site, or targets as called. Protects from dark kinds and their powers (+10% per success) and burns on contact, +100 dmg. Is permanent until dispelled by caster.
Fortress of Light - Create a fortress of light in a called area with light element wards as called. Power of Wards is 1 MA-Level per success, +100+MA Level dmg.
Ghost in the Machine - Turn select target into a planes walker of light, their quasi-physical form composed mainly of light. Normal weapons will not damage them, and their HP turns into vital force. Light Walkers can step through the elemental planes to travel anywhere light reaches, and they command all Light elemental powers innately (at their level). Dark Powers do them double damage. Level starts at 5, or at a Light Elemental's current level.
Field of Light - The environment around caster in a radius of 1 mile per success, turns into a field of white light as all selected within that field are shifted into the elemental plane of light. Evil suffers double damage the duration, while other alignments heal if wounded.
Stamina 11 (31-35)
Master of Light - elementalist can formulate light commands, use them for warding, creating enchanted items, artifacts, and catalysts, and blend them with other gifts.
Stamina 12 (36-40)
Improved Power
Water -- Hydromancy
Stamina 1 (1-3)
Gentle Rain - Soothing rain.
Quench Thirst - Restores water to the body.
Splash of Water - Water splashes someone out of thin air.
Moisten - Moisten a target.
Stamina 2 (4-6)
Cloud Burst - Sudden, violent down pour of rain that does not last long.
Bubbling Spring - Fresh, clean water springs from a crack in a rock.
Lily Pond - A deep, fresh water pond forms where called.
Glittering Pool - A pool of clear water forms.
Stamina 3 (7-9)
Rain Shower - Gentle rain that can be lasting.
Snuff Flames - The element of water extinguishes fires.
Steam Vent - A vent of hot steam opens in a surface as called, vent streams out 1 foot per success.
Force of the Surf - Someone is struck by the force of a wave without getting wet. It is enough to knock a strong person or creature down.
Stamina 4 (10-12)
Rain Storm - Vigorous, lasting rain.
Fog Bank - A deep, heavy mist is called to cover an area of up to 10 square yards per success.
Door of Mist - A doorway of mist opens in a solid wall or surface which only those called can enter through.
Water Source - Water is drawn out of the elemental plane of water to fill a called vessel or space.
Stamina 5 (13-15)
Flooding Rain - Lasting down-pour of rain.
Watery Grave - Target is drowned by water as it fills every body cavity and the blood stream from the inside out.
Moat - A deep, broad moat forms around called site.
Water Shield - A shield of telekinetic water forms around target to protect from spells by absorbing the energy. MA+10=Power of shield vs. spells. No action can be taken while shielded.
Stamina 6 (16-18)
Raging Thunderstorm - Sever thunderstorm that lasts up to an hour with dangerous lightning and wind.
Water Gate - Gate of water forms to deliver select targets to chosen destination through the elemental plane. Anyone not chosen to enter passes through the water without entering gateway.
Waterfall - A waterfall forms as called.
Waterstair - A stairway of water forms which selected persons can ascend and descend.
Stamina 7 (19-21)
Invoke the Tempest - Severe thunderstorm over land or sea that lasts for called number of days.
Tidal Force - The force of a tidal wave strikes select targets in range. The force and not the water collides with targets. range-100 feet, up to 1 target per success rolled. +75 damage.
Whirlpool - A powerful whirlpool forms as called and drags anything up to 10 pounds per success into a deep, watery grave in the elemental plane of water.
Sheet of Water - A shallow sheet of water covers called area in two feet of water.
Command River - Command water currents and level of river's water.
Stamina 8 (22-24)
Trooping Twisters - Elementalist controls numerous Tornados which roar down from the sky.
Water Elemental - A water elemental is summoned out of the elemental plane. The elemental commands water elements, 1 MA-Level per success.
Water touch - Turns any object touched into water.
Mist touch - Turns any object touched into mist.
Command the Waves - Full command over waves on any large body of water, i.e. lake, sea, ocean.
Stamina 9 (25-27)
Grand Tempest - Dangerous wind sheers, pummeling large hail, stinging rain, tornados, and perilous lightning. Causes flash floods near streams and rivers. Dangerous over sea.
Bridge of Water - A bridge of water forms where called, and can only be crossed by those selected.
Mist Form - One affected takes a mist form.
Water Walk - Walk on top of water, even oceans, seas and rivers.
Tidal Wave - In ocean and sea only, selecting what shore it affects.
Stamina 10 (28-30)
Full Force Hurricane - Invoke the ocean to form a hurricane and call hurricane to select area. 150 mile an hour winds, with Hail, Lightning and Savage Rain. Flooding and pounding surf near water, +100 dmg per turn, to anyone exposed.
Breathe Underwater - Lasts until caster dispels it or runs out of stamina.
Water Catalyst - Water effect occurs when a set catalyst is triggered. Effect and catalyst called by caster.
Water Morph - Make anything called turn into water, make water turn to mist, or scalding steam, or make water turn into a dangerous storm which unleashes all the water soaked into it unleash all at once on called area.
Protection from Water Elements
Stamina 11 (31-35)
Master of the Storm - elementalist can formulate storm and water elemental commands, use them for warding, for making enchanted items and artifacts, and blend them with other gifts.
Stamina 12 (36-40)
Improved Power
Essential Water
Water cleanses, water reflects, water can kill, and it replenishes. Water reshapes the earth
and the rocks. Without water there is no life. The lands, the plants, and the animals thirst
for it, as do we.
Elemental Purification -- Purgomancy
Toxin Levels - If Level of toxin is not preset, Roll 5 d6 for Level of Toxin and set Level of Toxins by roll total. Roll total=Stamina Loss.
Level [1] 1-3 - Purify Water (Spring, Drink or Well)
Level [2] 4-6 - Purify Soil (one square foot per success)
Level [3] 7-9 - Purify Plant (one plant)
Level [4] 10-12 - Purify Creek (one creek)
Level [5] 13-15 - Purify Land (one acre per success)-( dmg per acre).
Level [6] 16-18 - Purify Air (entire indoor area, one square mile in open per success)-(dmg per square mile)
Level [7] 19-21 - Purify Plants (one plant, or square mile of plant life per success)-(dmg per square mile)
Level [8] {22-24} - Purify Land (one square miles per success)-(dmg per square mile)
Level [9] 25-27 - Purify River or Lake-(dmg per square mile)
Level [10] 28-30 - Purify Sea-(dmg per square mile)
Level [11] 31-35 - Purify Ocean-(dmg per square mile)
Level [12] 36-40 - Purify Continent-(damage X 4 - MA)
Information
Purifies Nature and elements through command of divine elemental forces.
Can turn a polluted lake, river, or land that has been poisoned by toxins
into its most pristine state. Casters can direct combined powers into this
spell to achieve success. Little stamina is lost to caster for small targets
such as a glass of water or small area of an less than an acre, but to purify
a large area results in collapse if stamina spent. The more polluted and
damaged an area is, the more stamina is required to purify it, Level of
Toxin-Stamina. Damage results when area is over an acre. for large land areas
and bodies of water a cooperative effort is often required, combining powers
to succeed, all damage and stamina loss split between parties combining powers.
Air -- Aeromancy
Stamina 1 (Levels 1-3)
Stir the Air - Can change wind direction or blow something light off a surface.
Air Hike – leap up to +1 foot in height per success, remained suspended for 1 turn +1 turn per ace.
Snuff Candle - Waft of air blows a candle out.
Breath of Fresh Air - Freshens the air in a small area (1 square foot per success).
Stamina 2 (Levels 4-6)
Refreshing Breeze - Cools and refreshes hot or stagnant air.
Air Net - Catches someone falling to let them down gently.
Air Walk - Target can walk soundlessly as if on air.
Bubble of Fresh Air - Fresh air surrounds those selected.
Stamina 3 (Levels 7-9)
Wind - Fairly strong wind which can stir up waves with directional control. Comes in handy at sea.
Doorway of Air - Invisible doorway which only those selected can see and enter.
Air Glide - Glide on air from one point to another across ravines, rooftop to rooftop, from mountain to mountain, etc. Must be on high ground.
Purify Air - Up to one acre per success.
Stamina 4 (Levels 10-12)
Gusting Wind - Strong Gusts of wind, 1 gust per success.
Snuff the Air - Air is snuffed from called area to suffocate those who require air to breathe, also snuffs flames. Up to 1 square yard per success.
Wind Funnel - Lifts things in its path and deposits them elsewhere, up to 10 pounds per success. Can form water spouts over water.
Air Cloak - Makes target invisible and register to senses as air.
Stamina 5 (Levels 13-15)
Gale force Winds - Wings strong enough to blow dead trees down.
Air Strider - Person affected by this power can close distances through the elemental plane of air.
Ethereality - Makes select target ethereal.
Bridge of Air - An invisible bridge of air only those selected can see and walk across.
Stamina 6 (Levels 16-18)
Wind Shear - Rips paths through trees and roofs off buildings, doing a lot of damage. Can blow someone across a rather large area and damage them severely.
Command the Wind - Control direction and force of wind up to 10 miles per hour per success.
Air Rocket - One selected streaks upward at blurring speed to great heights, and can plummet back down as rapidly to land light as a feather.
Enchant Weapon - Enchant a weapon with an air power, 1 MA-Level per success rolled.
Stamina 7 (Levels 19-21)
Wind Cyclone - A tornadic cyclone of wind that is strong enough to lift a house, but without much damage unless dropped from great heights as funnel retreats into the sky.
Air Phase - Phase through air to change positions unseen.
Shield of Air - Selected targets or site shifts partially into the elemental plane of air to disappear, while still concrete to those selected to see and contact targets. Anyone not selected will walk right through shield and protected targets.
Wind Gate - A doorway or gate which radiates such a powerful wind that no one can pass through door but those selected not to be affected. Destination of gate selected by caster.
Stamina 8 (Levels 22-24)
Hurricane Force Wind - Very destructive winds at 80+ miles per hour, +80 Wind force dmg.
Tornado - Caster controls path, +80 Wind force dmg.
Protection from Wind - Protects those selected or target area from high winds.
Wind Elemental - A wind Elemental is invoked from the elemental plane which can command elements at 1 Level per success. This elemental will guard a site as commanded by invoker, its willpower and ethics under command of the caster.
Stamina 9 (Levels 25-27)
Tornado Gate - Tornado sucks targets up and gates them to a select location. Wind force +90 damages those caught into gate.
Perpetuating Force - Any wind command can be increased in force by additional MA roll.
Wind Spear - The force of high winds is packed in each invisible spear and does damage equal to deadly winds while only affecting a single target, +90 dmg. Wind force.
Air Elemental Sword - The force of high winds is packed in a sword which strikes at enemies at guard of select person. Sword+30 dmg, +1 added base damage per success. Sword dispels when caster's stamina is low, or caster dispels sword.
Stamina 10 (Levels 28-30)
Finger of God-F5 tornado - Deadly and VERY destructive tornado, +100 Wind force dmg. Elementalist controls its path.
Wind Catalyst - A select catalyst triggers concentrated wind force damage to occur to person who triggered catalyst. Catalyst set by caster, up to +100 dmg as called.
Kingdom of Air - An entire kingdom can be shifted in the elemental plane of air, accessible and visible only to those selected.
Deaden Wind - Any wind force, no matter how great, suddenly ceases.
Stamina 11 (Levels 31-35)
Master of Air - elementalist can formulate air commands, create wind elementals, artifacts and items, use air commands for warding, and blend air commands with other gifts.
Stamina 12 (Levels 36-40)
Improved Power - elementalist can cast any air commands at these levels.
The Powers of Air
There is far more to air than wind as these spells show. When formulating commands;
keep in mind that a lack of air, what it contains, and the lightness of it can all play
into the effects which can be harnessed.
Plant -- Verduremancy
Stamina 1 (1-3)
Shivering Leaves - Leaves shiver to make a rustling sound.
Sprout Plant - make a called plant or sapling sprout.
Blend into Flora - Called target blends in to be concealed by plant life.
Song of Nature - Make sounds of leaves shaking, branches cracking, trees creaking, grass and foliage whispering, etc.
Stamina 2 (4-6)
Hasten Growth - Make young plants grow rapidly.
Revive Plant - Restores a dying plant to full health.
Identify Plant - Identifies species of plant.
Speak to Plants - Communicate with plants and understand the voice of their spirit.
Stamina 3 (7-9)
Tangling Vines - Strong vines snake up from the ground to entangle someone until they are completely bound, or vines can snake across a path to trip someone, or even coil down from above to bind, suspend, or even choke someone.
Identify Properties - Identify a plant's properties and gain knowledge of what they can do.
Botanical Shroud - Plants shroud a called area with leaves, vines, branches, etc., up to 20 square feet per success.
Animate Plant - Animates a plant so it can bend and twist as called.
Stamina 4 (10-12)
Rapid Growth - Increases grow of a plant so that it grows right before the eyes.
Pillar of Plants - Plants sprout up and weave tightly together as they grow rapidly to form a pillar.
Dome of Plants - Plants sprout up and weave tightly together as they grow rapidly to form a dome as called with or without a doorway. Dome can act as a very decent shelter or to confine someone.
Botanical Trap - A called trap made of select plants can be created in a called area to be triggered when someone accesses the site protected. Trap be can of any design mage creates.
Stamina 5 (13-15)
Awaken Tree - A tree is 'awakened' and becomes a tree elemental with plant commands, 1 MA Level per success.
Lashing Branches - Branches of trees lash at enemies in a called area within a 100 yard radius. Damage +7+1 per success
Iron Fortitude - Protects plants from damage, making them very strong. Fortitude up to +10 per success. In order to damage a plant with Forte, its Forte must be taken down to 0 first.
Vine Whip - A whip of strong green-briar manifests which acts as a guardian to a called target, whipping anyone who comes near them. Whip is very accurate (1 d6-HB per success) and it can do a great deal of damage (MA-power=damage), as well as entangle and trip. Whip lasts 1 turn per success.
Stamina 6 (16-18)
Command Elementals - Mage can summon plant and tree elementals, command them, and make them dormant again.
Wall of Plants - Plants sprout up and weave tightly together as they grow rapidly to form a wall as called, with or without a doorway or roof. Wall can surround a sanctuary, fortress, or any site called.
Plant Catalyst - Allows caster to create a contingency, that triggers a plant affect if catalyst is triggered. Caster calls catalyst and affect.
Morph Plant - Command growth, diminish growth, alter shape or position of plant, or alter one plant into another kind of plant.
Stamina 7 (19-21)
Heal Forest - Rejuvenation of a burned, deforested, or diseased forest.
Command Botanical Properties - Harness a called plant's healing properties, intoxicant, or poison and imbue something with property as called.
Gateway of Life - An arching gate of tightly woven plants forms rapidly which delivers those who access it to a chosen destination through the elemental plane of life. Anyone not selected to enter gate will pass through the archway to enter on the other side where the gate stands.
Strength of the Ancients - The strength and fortitude of the Ghaelfoil tree, or another powerful tree like the oak, is passed onto a select target, target's strength increasing by +1 per success, while they gain fortitude of Base Level-7+1 per success.
Stamina 8 (22-24)
Enchanted Forest - An entire forest is awakened and becomes alive, the trees and plants able to speak and move of their own will unless otherwise command by elementalist.
Botanical Tower - A great tower of tightly woven branches, trees and plants forms rapidly on called site. The walls are very thick, up to 15 feet deep. Tower can be warded with other Terre forming effects.
Resistance - A called resistance to an effect or MA-path fuses with a target, the protective force drawn out of the elemental plane of life. Resistance lasts 1 turn per success at 5% per success. if 150% is rolled it becomes an immunity. This spell can ONLY be made permanent if a wisdom check vs. Diff. 30 succeeds. MR CANNOT be made into an immunity by this gift, only one MA-path.
Remove Aggression - Removes all poisons, spines, and thorns from plants in an area of up to four acres. Poison ivy will no longer cause flesh to blister and itch!
Stamina 9 (25-27)
Botanical Guardians - Plants and trees can be awakened to guard a haven or area up to 50 acres.
Botanical Regeneration - Called plants in an area up to an acre are given the ability to regenerate rapidly, with regeneration level of +1 per success. Wisdom vs. Diff. 25 required to make condition permanent.
Identify Path - This power allows target to identify where a path will lead.
Dark Growth - Allows called plant to grow even without sunlight, or artificial light in a called site. The plants will glow with a phosphorescent light as they produce their own internal light with this gift.
Stamina 10 (28-30)
Fortress of Plants - Creates a fortress with gates, walls, towers, windows, keeps, gardens, courtyards, made entirely of tightly woven plants. The plants grow and weave together very rapidly.
Guardian of Plants - Protect the flora in an area of up to 1 acre per success from fire, magic and weapons damage.
Forest Labyrinth - Manipulate plants and their growth in an existing forest to form a confusing labyrinth of paths with vines and trees tangling together to form walls, the trees canopies and wild grape vines forming a roof which some, but not a lot of light penetrates. To create a Forest Labyrinth where no forest exists, mage must roll a Wisdom vs. Diff 30 check and succeed against difficulty.
Botanical Invulnerability - Makes plants in a called area of up to one acre invulnerable to weapons, fire and disease, including necromancy.
Stamina 11 (31-35)
Lord of the Plants - Elementalist can formulate plant commands and contingencies, use them for warding, and blend elemental affects with other gifts.
Stamina 12 (36-40)
Improved Power
Sentient Plants
There are enchanted forests where the trees come to life and plants have minds of
their own; Manors where the only guards are the vining shrubs and the oaks which
stand as sentries. All of this is owed to the Path of Verdure. A plant is only as
smart as the Verduremancer who gave it a will and the spirit of his or her mind.
Astral -- Astromancy
Stamina 1 (1-3)
Meteorite Shower - A meteorite shower display is summoned. Shooting stars are seen but do not impact. Successes = Number seen, each ace (6) rolled representing a meteor that is very bright and spectacular.
Lunar Light - Call the light of the moon to light a called area (of up to 10 yards per success).
Lunar Shroud - Shrouds called target in moonlight.
Identify Astral Body - Allows target to identify name and type of astral bodies in a called quadrant of space, such as stars, moons, nebulas, constellations, etc.
Stamina 2 (4-6)
Streaking Fireballs - Meteors with blazing tails streak across the sky. Fireballs are seen but do not impact. Successes = Number seen.
Lunar Bewitchment - The atmosphere of the moon imbues a select target to mesmerize them. Does not work on Lycanthrope, indeed it enhances their power by power of roll. MA vs. Constitution.
Darkness of Deep Space - Call the darkness of deep space from the astral plane to blacken and conceal a called area (of up to 10 yards per success), or to shroud someone. Only those selected can see through it.
Deep Space Pocket - Pocket of freezing space without air surrounds called target. Critical damage, preserves anything that can withstand cold and lack of air.
Stamina 3 (7-9)
Solar Storm - Blinds eyes, burns skin, and radiates body causing radiation sickness. 2 rolls, critical dmg.
Nebulas Aura - An aura of glowing particles forms around a called target to protect them from magic, 5% per success.
Clear Atmosphere - The sky clears so that the stars and or moon shines very brightly
Antimatter Effect - The state of target's matter begins to shift to negative particles, making target become dense, and very heavy, but also very strong (+2 strength per turn until HP is down by half). If effect is not disjoined they will implode when critical mass is attained (when HP reaches 1). MA-power+Critical dmg on hit success, with Critical dmg each turn. VERY painful.
Stamina 4 (10-12)
Hail of Meteorites - Hail sized meteors rain down. Number of meteorites is +1 per success for each target, number X MA+NAD-Dmg.
Tap Gravity - The force of gravity is tapped and directed on select target to make their body and limbs feel very heavy. Makes movement ponderous. -1 mvm. and dex per success. Gravity can also be lessened to point of weightlessness.
Tap Chaos - The raw force of chaos is tapped from the astral plane. Causes a chaotic reaction which can result in opposing forces failing in their directive. A sword blow may miss, a spell may botch, someone in motion may trip or drop something, etc. Spell affects everyone within visual range of caster. MA-roll+Spell Level+2 vs. Roll of each opposing action in progress for one round.
Solar Blast - A blast of quantum solar light and energy strikes called target. Can be deadly to vampires. +45 damage.
Stamina 5 (13-15)
Boeli Bombardment - All called targets must roll movement against power of MA. each ball of brimstone hits for 5 dmg. per success. Number of Boelis 1 d6 total per target.
Astral Mirror - Summon knowledge from the astral plane. 1 answer +1 additional answers per ace rolled.
Lunar Bridge - A bridge of moonlight forms which can only be crossed by those selected.
Solar Field - A field of quantum solar light and energy forms over a called area. Can be deadly to vampires. Does not affect those who are selected for passover. +55 dmg. Lasts 1 round, or 1 turn per success. Can be set as a permanent warding factor with Wisdom vs. Diff. 30 success.
Stamina 6 (16-18)
Blazing Comet - Seen but does not impact.
Astral Gate - A black gate filled with stars or nebulas light forms which select targets can enter. Destination called by caster. Gate is unseen by those not called to enter.
Quantum Haste - Target closes distance in the blink of an eye in one step. Lasts 1 action per success, target using -1 stamina for each action taken in haste.
Quantum Light Sword - This elemental sword is summoned out of the astral plane. The weapon is made of concentrated light and acts like a laser. It is very accurate (1 d6-HB), and can either be wielded by a select target, or act as a entity all its own at guard of target. +50 damage.
Stamina 7 (19-21)
Fusillade of Asteroids - Roll 2 d6 for total Number & split between targets. Accuracy (12 d6) and Speed (20 d6) vs. Movement+Dexterity. each hits for Level X 10-dmg, with 1 d6-HB. Critical hits are deadly, blowing a target to bits. (hits are critical when hit dice (4 d6)+HB rolls 18-24.
Chaotic Rift - A rift of chaos is opened in the minds of called targets to cause a powerful sense of massive confusion in their minds. Concentration is shot. Affect lasts until caster closes rift, casts again, or target's check roll succeeds against affect to shake it from their mind. MA-Power vs. Constitution. Up to 1 target per success.
Quantum Gateway - close distances in a three strides through a gateway which folds space.
Quantum Effect - Caster can control one aspect of target's sense of reality to make the induced reality real. Blue turns to red, heat turns to cold, doubt turns to certainty, sickness turns to health, etc. Intelligence+Wisdom vs. Constitution+Logic.
Stamina 8 (22-24)
Wormhole - Produce stable, safe, wormholes to travel dimension to dimension or to entrap and transfer others in.
Invoke Angel - An angel of the 1st (Tarser) or 2nd (Alamascan) pentacles is summoned by name to aid caster and any allies during conflict. Caster must be careful in what angel they summon and have enough knowledge to do so with wisdom. Some angels fight against hell, some for hell, and others are neutral to the conflict between the Kingdom of Darkness and the Kingdom of Light. Astral Mirror can be used to find the name of an angel in either of the pentacles, and knowledge of their alignment (uses 2 AR to harness both gifts).
Quantum Stabilizer - Stabilizes unstable fields of power, energy and eliminates chaos effects. 1 d6, 2-6 succeeds. Backlash occurs on failure at MA-50%-dmg.
Vacuous Cloak - A vacuous shroud fuses with called target's clothing, amour or a weapon as called, and absorbs any energies or magic directed at target while active. Power can be used to ward sites, imbue objects, weapons, robes, even clothing, etc. Wisdom vs. Diff. 30 for permanency. Cloak otherwise lasts 1 turn per success.
Stamina 9 (25-27)
Stellar Storm - Called Radius. Solar winds blast the target/s from above with poisonous gasses, volleys of meteors, comets and fine needles of stellar dust that is deadly. Power X 2 damage.
Astral Pocket - A pocket of space forms where called, and anything or anyone which enters the pocket is held within its astral cavity. There is no air in this pocket and it is very cold. The pocket's entrance can be as large as a door, or as small as a bullet, while the pocket itself can be immense. It can be used as anything from a trap, a net, or to hold objects, yes even as a pocket, or even to hold undead prisoners.
Astral Projection - Caster projects them self across the astral field to appear in a called location anywhere in the universe, so that they are in two places at once.
Space time Continuum - Harness the streams of the time continuum to travel through the dimensions of time in gates, with astral projection, and planes walking, and to bend time.
Stamina 10 (28-30)
Astral Planes Travel - Travel anywhere in the Universe through astral gates.
Quantum Wisdom - Caster gains knowledge of the quantum field and its tight interrelation with the path of chaos, and is able to improvise magic affects on site. Chaos Effect Probability is ever-present while harnessing and channeling improvised power, with 1 d6 chance of failure, or botching with backlash of 50%-spell dmg. 1-botches, 2-3-fails, 4-6 succeeds. Improvised effects become gifts if memorized by caster (added to spell book), and are practiced to perfect (or tweak) the power. Caster can roll twice against Chaos Effect if -5 more points in stamina is spent.
Astral Tower - Mage constructs a tower out of chosen elements and raises it on called site. Tower can have many doors that lead into many chambers within called planes of space and time. Diff-25.
Window of Space - Look through the dimensions and bends of space and time to see things as they happen, did happen, or will happen. Gain wisdom+1 for knowledge attained. 1 d6 chance of backlash. Roll of one causes blackout and loss of memory, -1 d6 wisdom, name memories lost equal to roll. Roll of 2-3 and no past or future vision can be attained. Roll of 4-5 and knowledge is gained. Roll of 6 and past, present and future are seen, and an additional +1 wisdom is gained.
Stamina 11 (31-35)
Astral Palace - Elementalist constructs a palace out of chosen elements and raises it on called site. Palace can have many towers and chambers in many different dimensions of space and time as called. Diff-30.
Black Hole - Implodes a dwarf star to create a hole in space. Anything caught in the path of its powerful vacuum is pulled into another universe. Diff-30.
Disjoin Astral Effect - This power breaks the link between an effect and its catalyst to cancel an effect. Roll must be higher than power attempting to disjoin.
Astral Catalyst - Allows mage to set contingencies with astral affects, that when a catalyst is triggered, an astral effect occurs as called.
Stamina 12 (36-40)
Astral Mastery - Negate astral powers, stabilize them, formulate astral commands, use them for warding, and blend them with other gifts.
Doom's Day - Summons an apocalyptic Comet or Asteroid. Level 40 characters ONLY. 40-Successes must be rolled for Impact to occur. Impact within three months. This effect cannot be countered without Astral Mastery. To succeed in setting comet or asteroid?s course, all stages of summoning must succeed consecutively - Locate Astral Target, Lock onto Target, Redirect Orbit, Determine Target Trajectory, Set Trajectory.
Special Path
Only Gods of Chaos, followers of the Path of Chaos, and Priests of the Path of Chaos can learn this path.
Earth -- Terramancy
Stamina 1 (1-3)
Volley of Pebbles - Pebbles rain down to do +1-3 damage each pebble that hits. Radius of up to +10 feet per success with +3 pebbles per success within called radius. Missiled spell.
Rolling Stone - Cause a stone to roll in called direction.
Mud Pit - a mud pit forms where called.
Reveal Stone - Reveals what types of stones there are, and where they are in an area a mile wide.
Stamina 2 (4-6)
Volley of Stones - Stones rain down, +1 stone per success, radius of up to +10 feet as called. Power equals damage of each stone.
Quartz Arrow - Arrow of quartz streaks at target, +1-HB. Power of roll equals damage. Missiled spell.
Earth Speak - Speak to the earth to gain knowledge that has occurred in an area.
Quicksand - Quicksand (or lightning sand in deserts) forms where called. Those caught in quick sand sink to their deaths if they do not follow correct procedures of being still, relaxing, and laying back to let their body float on the surface until someone rescues them. They will sink eventually regardless if no one finds them within eight hours. Lightning sand can only be escaped if target can clamber away from the hourglass-like funnel of sand in time with power vs. movement and dexterity.
Stamina 3 (7-9)
Hurdling Boulder - Boulders tumble towards target area quickly or rain down, damage to all within radius of up to +10 feet per success. Up to +1 boulder per success. Missiled Spell.
Earth Spring - Reveals any springs in the earth.
Cavern Sight - Reveals nearby caverns and what is in them.
Open Doorway - Opens a doorway in solid rock.
Stamina 4 (10-12)
Sand Storm - damage each round. Target/s are blasted by stinging sand which is so fine it gets past all but solid elements, the wind so strong it tosses Level X 10 pound objects like tumble weed. Radius of up to +10 feet per success as called.
Shift Stone - Shifts position of a rock as called.
Raise Pillar - Raises a pillar of stone from the ground, or a floor. Power equals strength of pillar.
Dome of Rock - Rock dome with diameter of 20 feet, with 12 foot deep walls forms over called area. Power equals strength of rock dome.
Stamina 5 (13-15)
Barrage of Boulders - Boulders fly at target area like they were slung from catapults, +1 boulder per success, power of roll equals damage of each boulder, range of up to +10 feet per success. Missiled spell.
Heal Nature - Heals a damaged earth element as called.
Will of Stone - Affected target's will enhanced by +1 per success. Lasts 1 turn, +1 per ace.
Earth Morph - Change shape of stone or mineral, or morph minerals into another earth element, turn quartz to sand, stone to dirt, metal to sand, another type of stone, etc.
Stamina 6 (16-18)
Desert's Hottest Elements - Alters called area into a perilously hot and dry barren.
Stairway of Stone - raises stones to form a stairway.
Heart of Stone - Heart has strength of stone to stand up against heart wounds, +Spell Level Used per success = Fortitude. Lasts 1 turn, +1 turn per ace. if made permanent, Regeneration and Healing take a -50% penalty.
Stone Door - A door is hidden by a thick wall of stone and can only be accessed by those caster calls.
Earth Door - open a door in earth, stone, sand, etc. and conceal doorway as same element. Select who can or cannot enter and see door, or mark door with a riddle or contingency which reveals a word of power. Door otherwise remains unrevealed as solid stone, earth, sand, etc. as called.
Stamina 7 (19-21)
Earth Tremors - The ground shakes to unbalance those on shaken ground, -AR, -1AR per ace.
Minor Earth Quake - The ground tears open in area called in a rift that is up to +5 feet long and +1 foot wide and deep per success. Movement and Dexterity vs. Power and Area affected. Damages those who fall in rift. if Terramancer dispells the fracture it closes in on those trapped in rift to crush them fatally on a crit. Aggravated damage otherwise as targets climb out of rift as it closes.
Land Bridge - A bridge of stone and earth forms over called area, up to 10 feet long per success.
Flesh of Stone - Target's flesh becomes tough as stone, with +Spell Level Used per success = Fortitude. Lasts 1 turn, +1 turn per ace.
Flesh to Stone ? turn called target into solid stone. Mage can choose to preserve life within the stone, otherwise life can only exist cast in stone for 1 d6 days.
Stamina 8 (22-24)
Land Slide - Brings a hillside, mountain, fortress or Cliff, roaring down fiercely on target/s. Dmg X Successes. Targeted spell.
Rejuvenate Earth - +1-dmg to caster per ace. Restores the earth exactly as it was prior to destruction in a matter of minutes within a radius of up to +10 feet per success.
Morph Element - Caster can alter one earth element into another element of any kind or vice versa of same or like size.
Earth Tower - Raise a tower composed of earth elements. Power of Roll determines strength of tower.
Stamina 9 (25-27)
Severe Earth Quake - Brings down buildings and mountainsides, and opens deep fissures in the ground. Rifts open up as called that are up to +10 feet long, and +5 feet wide and deep per success. Critical damage to anyone near center of quake, death if buried beneath a landslide or large building on a crit, or if a rift is closed on targets caught into fissures.
Fiery Fissure - Earth and Fire Taps. A rift of lava and incinerating fire opens up. Aggravated damage to those nearby unless selected for bypass, death to those who fall in fissure (unless immune to fire), critical aggravated damage to those near rift on a crit.
Mercury Vapors - Deadly poisonous, even to immortals, aggravated damage.
Rock Storm - Hail of boulders and rocks - Dmg X Successes to all in area affected at up to +10 feet perimeter per success.
Stamina 10 (28-30)
Raise Volcano and Awake - Ground shakes and a volcano pushes upward to spew lava, burning ash fills the air, glowing rocks batter and damage all within in its 10-40 mile radius.
Earthquake to Canyon - Violent earthquake rips the ground open as called, opening canyon like rifts that are up to +50 feet wide, +25 feet deep, and .50 mile long per success. Those who fall into canyon suffer impact damage equal to depth of canyon plus damage of roll.
Earth Fortress - Raise a fortress composed of called earth elements. Strength of Fortress is equal to power of roll.
Elemental Wards - Ward something, someone or an area with earth elemental powers.
Stamina 11 (31-35)
Master of the Earth - Terramancer can formulate earth commands, use them for warding, formulate catalysts, make enchanted items and artifacts, and blend them with other gifts.
Stamina 12 (36-40)
Improved Power - Terramancer can apply any earth elemental command at these levels as gained.
Targeting Powers
Precision of all targeted or missile spells are determined by Magic HB plus
Missile and or Targeting bonuses. In cases of multiple missiles HB of each
missile must be rolled.
Fire -- Pyromancy
Stamina 1 (1-3)
Spark Fire - Light fires, candles, etc.
Burning Hand - Hand burns target with touch.
Dancing Flame - Flame leaps up on any called surface to burn brightly.
Detect Fire - Detect any source of fire within a 100 yard radius per success.
Stamina 2 (4-6)
Protect from Flames - Called target is protected from fire for up to 1 turn per success.
Shield of Fire - Forms around select target and burns anyone who contacts it, +10 damage.
Hot Embers - Searing embers cover the ground or floor beneath targets feet, up to 1 yard per success. Remain at full heat until elementalist casts again or stamina gets low.
Stamina 3 (7-9)
Throw Flame - A stream of fire that elementalist controls direction of.
Flame Transfer - Move fire already present to another location as called.
Heat of the Flame - Affects targets with heat of flame and not the flames themselves. 50% chance of affecting those with heat and fire resistance.
Flame Burst - Called target bursts into flames.
Stamina 4 (10-12)
Halo of Fire - A slow burning halo of fire which surrounds target.
Extinguish Flames - snuffs fires.
Flame Trap - A called item is enchanted to explode in flames when touched while object remains unharmed.
Flaming Weapon - A weapon is enchanted with fire to do added damage. Spells lasts until dispelled by caster or until engagement ends. Level up to 1 per Level+Aggravated damage.
Stamina 5 (13-15)
Torch - Make a fire brand out of anything.
Doorway of Flames - if a door enchanted with this is touched, person not selected to enter is severely burned. +10 dmg, per success.
Flame Minion - A loyal and obedient flame minion is invoked from the elemental plane of fire. They are 6 foot in height and resemble an angel with feathered wings and horns in an ethereal flame form. They can fly and are swift and dexterous in motion, Checks 5 d6, +1 HB per five levels. Lasts until vanquished by caster or destroyed. Can be damaged with normal weapons. Level Used to create = Damage and Hit Points to Destroy. 1 hit does 1 damage, crits do 2 damage.
Bridge of Flames - A bridge of fire forms where called and can only be crossed by those called.
Stamina 6 (16-18)
Fork Fire - Fire hits up to +1 targets, +1 per success.
Fireball - Missiles ball of fire that explodes in 50 yard radius, all it consumes bursting into flames. Very damaging, even to allies if too close.
Quick Fire - An inferno which blasts through an area with vaporizing heat. Spent only when the roaring blitz of flames can go no further. Used in open spaces, it billows up into an enormous cloud of fire incinerating everything in sight before it is spent. Exhausts more quickly when not confined.
Infernal Beast - requires domination, bonding or possession. An animal's will is brought under the mage's control and then animal is imbued with the element and vital force of fire. With subsequent commands the animal is given the ability to shift into flame form, imbue their feet or claws with fire, and to breathe fire. The Vital force makes the animal immortal until slain. MA-Level is 1 level per success. Vital Force-Level X 3. Vital force covers HP and Stamina, and checks are otherwise adjusted by type of animal Infernal Beast is.
Flame Gate - Allows mage to create a gate of flames which delivers those selected to enter to a called destination through the elemental plane of fire. Gate can close great distances, and damages those not selected to enter if they attempt to do so. +100 damage.
Stamina 7 (19-21)
Sulfuric Vapors ? Poisonous, explosively flammable vapors which burn the skin, lungs, throat, and eyes.
Exploding Sphere of Flame - Like a fireball but covers an area of 100 yard radius.
Flame Catalyst - Allows mage to set contingencies with fire affects, that when a catalyst is triggered, a fire effect occurs as called.
Sphere of Lava - Ball of Lava which covers target to encase them in incinerating heat.
Back draft - Even the most powerful flames are rapidly snuffed as they are sucked back into the elemental plane of fire.
Gate of Flames ? An Acheron gate. Unlike flame gate, only creatures of Acheron can enter this gate of blue fire to enter Acheron or to close distances to various destinations, and only those with right of passage to and from Acheron can tap this power. Only those selected by caster can enter this gate period.
Stamina 8 (22-24)
Lava Bombardment ? 7 spheres of flaming lava rain down on a tight target area of 10-20? radius as called. Lava encases those it strikes in incinerating heat. Does critical damage on a hit, +2 HB to hit.
Wall of Flames - Flames rise between called subjects to act as a protective barrier.
Talisman of Fire - Mage creates a talisman imbued with fire elemental commands which protects subject who wears it. if attacked, an aura of fire forms around subject which does damage to anyone contacting the aura, contact including being struck with a melee weapon. +36 damage.
Sheet of Lava - A sheet of lava five inches deep forms where called and covers up to 1 foot per success, +50 damage.
Stamina 9 (25-27)
Pool of Lava - A deep boiling pool of fiery lava rises out of the ground, +95 damage.
Prison of Fire - A cell of flames is called out of the elemental plane to surround a target, then shifted through the elemental plane of fire to a called site. floor and ceiling of cell are cool but impassable, but if walls are touched prisoner is burned. if prisoner attempts to pass through the walls, there is a high chance of vaporization (vs. 1 d6 save, 4-6 saves for -50% HP.) +40 aggravated damage for contact. time for cell to entrap - MA+Wisdom vs. Dexterity and Movement.
Tower of Fire - A tower of fire, rock and lava forms on called site and is partially within the elemental plane of fire, unseen on the material plane, while it can be accessed there. Tower can be immense and warded with other command, and heat does not affect those who are selected or permitted to enter.
Flame Projection - A quantum gift which allows caster to project fire in any way they can imagine with called effects. Wisdom of 22+ ONLY.
Stamina 10 (28-30)
River of Fire - A river of Lava forms as called.
Fortress of Fire - A castle of fire, rock and lava forms on called site and is partially within the elemental plane of fire, unseen on the material plane, while it can be accessed there. Fortress has towers, gates, large keep, lava moat, bridge of fire, the courtyards, ground and floors having the appearance of cooling molten rock.
Flame Ward - Raise wards with fire elements which can be used to protect a site with set catalysts and commands which cause the wards to trigger.
Stamina 11 (31-35)
Bypass Immunity - This bypasses fire immunities to allow 50% of damage to affect someone who is otherwise immune to fire and heat. This is done by taking the actual 'fire' out of the spell and projecting the force (damage) of the spell alone.
Stamina 12 (36-40)
Master of the Flame - elementalist can formulate fire commands, use them for warding, and blend them with other gifts.
Damage Stats
All do aggravated (normal) damage for +1 turn, +1 per ace, unless otherwise stated.
Use HB for all targeted or missiled spells.
Master of the Storm -- Baromancy
1 (1-3) Fire of the Storm - Electrifies an object or area of up 25 yard radius, +1 yard per success as called to cause shock and damage if object or area is contacted, -1 turn, -1 turn per ace shock.
2 (4-6) Fog Bank - A deep, heavy mist is called to roll in rapidly and cover an area of up to a 10 yard radius per success.
3 (7-9) Electrical Channeling - dangerous lightning, electrical streams, or orbs strikes up to +1 target, +1 per success as called. Orbs cling to target on a hit to stun and do aggravated damage for 1 turn, +1 AR per success.
4 (10-12) Command the Air - control the air and wind to lift someone up, hurl them, catch them, lash at them, create an airless vacuum, back-drafts to snuff fires, winds to spread fires, etc. Total roll equals max wind force.
5 (13-15) Tomb of Sleet - encases someone rapidly in a dense layer of ice, -1 movement and stamina, -1 per ace per turn, -10 each per turn on a crit, entombs when movement or stamina is at 0 to build up a 5 foot thick wall of immutable ice around target.
6 (16-18) Command the Tempest - lightning bolts, wind cyclones, updrafts and sheers; rain, fog, ice, sleet, and snow storms the mage can control, lasts up to 1 turn per success with 1 forked or single called effect invoked each turn. Layer up to 3 storm effects.
7 (19-21) Tornados - mage can summon up to +1 tornado, +1 per ace, and control the path of the tornados to damage anything within a ten yard radius of each one with double damage to anything it contacts directly. Radius of each tornado is up to 10 yards, +10 yards per success.
8 (22-24) Storm Ward - create wards with called storm elements over an area of up to +50 yards per success.
9 (25-27) Storm Elemental - a storm elemental is created out of the elemental plane of storms. Elemental can breathe ice, fog and dangerous winds, channel powerful streams of lightning, summon downpours of rain, snow, and sleet, freeze and shock by touch with aura of ice and electricity, and control powerful currents of air. Physical checks are +1 per success, with wind haste +9 d6 movement, and unlimited stamina. Mental is same as invoker?s only willpower in unlimited, and HP is level x 20. Normal weapons damage by gradually scattering elemental embodiments. Elemental lasts until destroyed or sent back to the elemental planes from which it came. There is a 10% chance that elemental will turn against its invoker if mage attempts to send elemental back.
10 (28-30) Deadly Storm ? a perilous hurricane, blizzard, ice storm, immense waves, flooding rain or combination storm is invoked
11 (31-35) Force of the Storm ? the damaging effects of any storm elements are invoked without the elemental connection, whereas the power bypasses resistance and immunities.
12 (36-40) Arch Master of the Storm: formulate commands and storm spells, create creatures and palaces out of any storm element, create wards, storm artifacts and items, and improve any power by called level possessed.
Storm Lore
Storm masters can learn these abilities free but they cannot be learned
until wisdom or intelligence vs. knowledge LoD of 20 each has been rolled
successfully. Storm Lore abilities otherwise cost 100 XP each.
- Tap and Combine Elements: allows mage to harness and multi-task with elements.
- Elemental Selection: dictates who is and who is not affected by powers.
- Elemental Catalysts: allows mage to create contingencies with powers and called triggers.
- Elemental Fork: allows called powers to strike up to +1 target, +1 per ace as called.
- Elemental Channeling: allows mage precise control of elements to channel power and strike up to +1 target, +1 per success.
- Elemental Enchantment: mage can enchant an object or area with tapped elemental powers.
- Elemental Stream: allows mage to create an elemental stream which lasts until mage?s stamina runs out, or by mage releasing stream, or by mage breaking stream by using another power.
- Eye of the Storm: mage can see past and through storm elements as others cannot and share this ability temporarily with others, up to +1 beneficiary per level.
Morph Elements -- Morphomancy
Size Chart
Stamina 1 (1-3): bullet, ring, quarter, pencil, pebble sized
Stamina 2 (4-6): large bullet, small dagger, necklace, silverware, large pebble sized
Stamina 3 (7-9): small rock, plate, large bullet, belt, knife sized
Stamina 4 (10-12): cloak, short sword, long dagger, sized
Stamina 5 (13-15): large rock, battle shield, sword, shrub, window sized
Stamina 6 (16-18): boulder, door, suit of amour, bush sized
Stamina 7 (19-21): car, wagon, gate, boat, small tree, huge boulder sized (Base MA backlash dmg.)
Stamina 8 (22-24): large tree, small ship, house, tower, hill sized (Base MA backlash dmg.)
Stamina 9 (25-27): mountain, lake, ocean liner, small island sized (Base MA backlash damage.
Stamina 10 (28-30): Multiple Morph ? morph up to +1 targets per success at one time.
Stamina 11 (31-35): Formulation of Commands - create wards, magic items, spells, catalysts and contingencies with morph commands. (Base MA backlash damage on failures)
Stamina 12 (36-40): Live Morphs - morph animals, humans, creatures with elements or other living things. (Base MA backlash damage on failures)
Morph Information
Elementalist can alter one Element into another of specific kind -
Stone to water, Mud to wood, Metal to air, etc. The larger the morph
target is, the more stamina it uses. Very large morphs cause damage to
caster but as Morphomancer masters this path, damage occurs only on failures.