Paths Of Power
Pyromancy :: Innate Path of Fire
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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 ft 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.
Necromancy
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Stamina 1 (1-3)
- Corpse Visage - Called person takes on appearance of a corpse.
- Cause Fatigue - Causes lapse of extreme fatigue, -1 Stamina per success.
- Necromancer's Lock - Locks a chest, door, book with a dark lock which causes extreme pain and damage as long as unauthorized person attempts to open locked object and is within a 10 foot radius of protected item or door.
- Necromancer's Skeleton key - A key that unlocks any door, drawer, chest, etc. that is enchanted by locking it with the key, to open only with the key. key will fit any standard lock. Forced entry causes degeneration and intense pain as long as infiltrator is within 10 foot radius of protected item or door.
- Hide in Shadows - Person disappears into shadows, but may be seen if they make sudden movements.
- Stench of Decay - Fill an area with damaging stench of death.
- Hidden Door - Hide a door with a necromantic phantasm.
- Deathly Silence - Fill an area with absolute silence.
- Healing Aura - Heals minor wounds.
Stamina 2 (4-6) - Detect Undead - Detect vampires, zombies, wraiths, etc.
- Stunning touch - Paralyzes 2 turns.
- Chill touch - Chills to the bone and drains -1 HP, WP and Stamina per AR used to touch.
- Shadow Form - Form shifts into shadow and cannot be seen where there are shadows.
- Choke Hold - Unseen force grapple's target's throat and chokes them.
- Shriek Of The Banshee - Several people who hear the Banshee's cry are unable to defend next turn.
- Conceal Magic - Hides spell from detection.
- Feign Death - Death looks real and one cannot tell they are living.
- Summon Shadows - To conceal self or someone.
- Healing Grave - Heals serious wounds.
Stamina 3 (7-9) - Invigorate - Returns Stamina and strength to someone who is weak or fatigued, +1 per success.
- Spectral Hand - The hand can make ranged touch attacks at +2 bonus to hit.
- Sadist's Touch - Touch causes agonizing pain.
- Vaporous Form - Shift into a vaporous, mist form.
- Vampiric touch - touch causes -3 life.
- Death Armor - Body generates +9-AC, +1 per success skeletal armor.
- Necromantic Seal - Seals Necromantic spell against Dispelling, Disenchantments, etc. requires correct spell of higher level mage +2 to break magic Seal.
- Mark of Mage - Seals spell against detection and identification with necromancer's mark of power.
- Phantasm - Realistic illusion.
- Protection against Evil - Protects again dark magic and powers and warns of encroaching evil.
- Speak to the Dead - speak to souls and spirits.
Stamina 4 (10-12) - Conjuration - A gate summoning spell of a called item.
- Invoke Fear - Causes enemies to flee or miss in combat and others to retreat. Power and Willpower vs. Willpower.
- Telekinetic Commands - Grapple, Push, Shove or throw someone telekinetically.
- Contagion - Summon select disease to target
- Enervation - Drain -2 levels until end of encounter.
- Mask Of Death - Corpse takes on appearance of chosen individual.
- Shatter Seal - Shatters mage's seal with higher power.
- Shatter Mark - Shatters mage's mark. with higher power.
- Delay Death - Delays death 1 minute per level or success. and 5 minutes per Ace rolled.
- Deadly Vapors - drain life rapidly, 20% each turn, while caster and those selected are not affected.
- Soul Beckoning - Summons spirits and souls.
Stamina 5 (13-15) - Enervation - Drain -2 levels until end of encounter.
- Shatter Seal - Shatters mage's seal with higher power.
- Shatter Mark - Shatters mage's mark with higher power.
- Mortis Decomposer - Inflicts someone with fatal withering disease.
- Skeletal Trauma - Causes victim's bones to quake and pulse causing massive pain, damages with -1 strength, Stamina, and WP, -1 per success for 2 turns, 4 turns on a crit.
- Death Recall - Recalls the death of someone just passed away and restores them with 2 HP.
- Enchant weapons and items - With known magic, effects are permanent.
- Dread Shock - Damages, stuns and inflicts target with shocking terror, -1 turn, -1 turn per ace.
- Hold Undead - Holds vampires, zombies, wraiths etc. even in vapor or shadow form.
- Dome of Silence - A barrier which allows no one outside of dome to hear what is being said by those the dome surrounds.
- Necronomican Curtain - Those behind curtain cannot be seen, sensed or heard, as this power makes subjects selected cease to exist to those who are not veiled.
- Deathly Majesty - Command and summon souls, spirits, wraiths, and the undead at level 13-15 +1 per ace.
Stamina 6 (16-18) - Animate Dead - Bring Corpses to life to command at level 16-18, +1 per ace.
- Illusory Mantle - Creates an illusionary area.
- Shadow commands - Allows magic user to command the shadows and shadow walk.
- Gate commands - Allows for gate creation on the fly or creation of fixed Gates and warding commands over gates.
- Black mantle - Cloaking spell which resists TRUE sight or powers that pierce cloaks.
- Spectral Steed - Creates quasi-real black demon steeds for several people at level 16-18 with Shadow Horse stats (see bestiary).
- Scrying Eye - Ability to spy on someone at a distance.
- Shape Change - into called form, take stats from bestiary if a living form.
- Haunt - Summon ghosts to haunt a target. Chill on touch for -1 strength and Stamina.
- Necromantic Sphere of Force - An orbic shield which drains life from anyone who contacts shield or who attempts to infiltrate it. if someone attempts to infiltrate shield a second time, they are struck with a rapid decomposition infliction, which will decompose them to ash.
- Mortus Infliction - Rapid degeneration which results in death if infliction completes.
Stamina 7 (19-21) - Cryptic Poison Spell - Antidote, ash of deadly nightshade, the cure itself unpleasant as it causes violent purging. Poison affects those who are immune to poisons, including immortals as poison is necromantic, 20% dmg every a day until Poison is cured by antidote. Caster can also specify antidote as they cast. Antidote can only be discovered by specific detection spells
- Arrow Of Bone - Arrow can be fatal and causes extra damage against undead. 20% damage to mortals. 50% damage to undead.
- Dead man's Eyes - if someone meets necromancer's eyes using this, their gaze is deadly, draining the life from victim in moments to take the life into their soul to gain +1 level in necromancy. Succeeds on a crit, vs. save.
- Deathly Joining - Dominate an undead creature to control it, Power vs. Willpower.
- Control undead - Commands the will, mind and actions of an undead creature, Power vs. Willpower.
- Diabolic Summoning - Powerful creature or demon summoning power that is increased by 3 levels, which allows for command of creature summoned.
- Sepulcher's Suffocation - Victim suffocates breathing in air which chokes with fatal, rotting stench
- Master of Familiars - Turns target into a familiar for one day per level, or permanently if Will can overcome will of target.
- Force Shape change - Victim Shape shifts into commanded form
- Morbid Tomb - Victim is plunged into a sealed, ancient tomb which infects them with necromantic withering. Victim degenerates over period of three days until death results. Anyone entering tomb is trapped and inflicted with decomposition as well.
Stamina 8 (22-24) - Enchant Weapons - Using available power.
- Viable Phantasms - Life like phantasms controlled by user.
- Dead Realm's Horrid Wilting - Wilts all who are not selected for bypass within a 22-24 foot radius of caster, doing double damage to the living
- TRUE Life Projection - Project up to 4 quasi-real projections of self at 50% power 1 Projection per Ace up to 4.
- Flesh to Skeletal Armor - Powerful armor generates quickly at +8-AC, +1 per success. Takes one turn.
- Heart Of Stone - Changes selected target's heart to a stone heart, true heart guarded within stone. Caster rendered great defensive abilities but hard to heal at -50% healing.
- Forced Alliance Catalyst - Turns target to caster's side, Power vs. Willpower.
- Protection against the Light - Protects against sunlight, holy powers, or forces being employed by angels or divine beings, +5% resistance per success.
- Soul Capture - Captures soul in item or called area. if performed on a living creature a zombie is created.
- Dead Realms Warding - Wards buildings and areas. Area warded protected against magic, impact, infiltration and anti-warding powers.
- Morbid Paralysis - Paralyzes and shrivels body to deathlike appearance.
- Splintering Bones - Splinters victim's bones, causing great damage, and excruciating pain.
- Dark Reincarnation - Reincarnates the dead into a new life as called. Two traits of corruption must be called into person being reincarnated. Example: (Greed and Obsession) (Sloth and Insanity) (Depression and Theft)
- Resurrection - Knowledge of Soul Beckoning and Capture, Corporeal Restoration restores body. Soul Command, Union of Flesh and Soul, Vital Flame and Raise and Awake the dead to resurrect a person.
Stamina 9 (25-27) - Wilting Presence - Shadow cast on Targets Wilts them with degenerative life drain -2 levels per ace, -1 per success, and damage.
- Hold of Subservience - Brings target to their knees with head bowed in complete submission.
- Dead Realms Warding Factor - Increases power of Dead Realms wards with 150% MR.
- Life Siphon - Drain Life, Soul, and Essence. Drains -1 level, -1 strength, and -1 Stamina from target, -1 each per ace rolled.
- Necromantic Ward - Places a deathly shield around and beneath a building or area, which inflicts anyone trying to enter area, who is not permitted safe entry, with violent nausea. if person tries to enter warded area again, they are struck with a deadly force which decomposes them very rapidly, until nothing but ash remains.
- Artifact Zombie Ward - Places a necromantic ward around and beneath a building or area, which inflicts anyone trying to infiltrate area with a deadly force, which snatches their soul and will from them to transform intruder into a Zombie Minion at present level, who will obey the Necromancer who placed the wards implicitly. The wards entrap the soul in its barrier, but the person's will is devoured by the ward's powers, increasing its strength by +1. Only those selected to be bypassed can enter the warded area safely.
- Dark Warding - Necromantic Selection for warding havens, areas, items and buildings.
Stamina 10 (28-30) - Active Negative Force Commands - Allows magic user to command and manipulate negative energies at will.
- Prison of Obsidian - Encases target, or their soul (on death) in obsidian. They are preserved if captured alive.
- Spell Reversal - Can alter alignment of spells or reverse them back on caster.
- Thief of Life - Drains Blood, Strength, Health, Stamina, Levels, and Willpower. Does great deal of damage. Increases mages power by levels taken until spent.
- Dead Realms Walk - Ability to walk to any death dimension, plane, world, underworld, hell, or other realm of the dead. Soul must be marked for passage to enter any underworld's forbidden corridors.
- Crack of Doom Spell - Snuffs out the life force of several creatures, +1 target, +1 per ace as called.
- Immutable Death Crush - Spirit hand grapples vital area to crush windpipe, heart, brain. Will pass through magic/energy fields.
- Dark Creation - Powers of Necromantic and Dark Temple Spells; Commands; Factors; Improvised Casting (failure with failed chaos roll of 1 d6 roll of 1 fails); Recreation and Creation of Monsters, Flesh Crafting; Artifacts; and items Creation.
Stamina 11 (31-35) - Arch Necromancer - Create death spells, curses, artifacts, magic items, improvise dark magic, create wards, monsters and creatures.
Stamina 12 (36-40) - God of the Dark Temple - Ascension into Lich, Demon, Devil, Vampiric Deity, and Angelican vampire only. Holistic creation and command of the Dark Temple's powers. Any Life and Death command can be invoked. Improved Ward Creation, Stable Weaves and unbreakable seals to any not exceeding their power with the knowledge of disabling powers selectively. Failure with more 1s than successes.
- Resurrect Army - Does what it says. Massive aural wave blasts over an army like a gust of shadowy wind and restores corpses, then the bodies begin to glow as their souls plunge back into their bodies and vital flames are sparked, and with command, Raise the Fallen, the dead rise fully resurrected with 100 HP each. Caster is KOed for a day and requires a week of recuperation.
Necromantic Corruption
Any alignment can take necromancy, but if used for evil; this power will corrupt its wielder and shift their alignment. Typically; those of chaotic or evil alignments learn this path. Those who become supreme masters of Necromancy, become so infused with the powers of the dead realms that they ascend into a dark being (see level 12, God of the Dark Temple). Good aligned must at least become chaotic if this occurs.
Umbramancy :: Innate Path of Shadows
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Stamina 1
- 1-Manipulate Shadows - Cause shadows to shift, bend and move as called.
- 2-Shadow Veil - Hides target in shadows.
- 3-Shadow Stalk - sneak around unseen and unsensed while maintaining a physical form. Shadows disperse when an action is taken against another. Unseen for one action.
Stamina 2 - 4-Shadow Cloaking - Cloaks target and their presence.
- 5-Shadow Door - create a doorway of shadow where no doorway exists that opens and closes only to creator.
- 6-Shadowy Concealment - Make a called target take on appearance of shadows.
Stamina 3 - 7-Shadow Walking - close distance through shadow realm.
- 8-Shadow Bridge - Create a solid bridge of shadows 4 feet wide.
- 9-Shadow Perception - Allows for detection of shadow forms and active shadow applications.
Stamina 4 - 10-Gate of Shadows-which caster can take others through via the shadow realm.
- 11-Trap Door of Shadows - a trap door opens under someone and drops them into a cell of shadows which holds them captive.
- 12-Intercept Path - Allows shadow elemental to intercept other gate paths, even select ones with higher power (roll).
Stamina 5 - 13-Phasing-Phase out of material realm into corporeal form of shadows.
- 14-Aura of Shadows - nothing about subject protected by this gift can be sensed by any means.
- 15-Gateway of Vision - Allows shadow elemental to pierce the temporal layers of the shadow realm to see present, past, and future incidents. Elemental must be able to identify which subject of information sought by a name or location involving subject.
Stamina 6 - 16-Corporeal Assimilation -1 Form per 5 levels. Corporeal Disguise, can be any living creature.
- 17-Corporeal Shadow Form - Ability to take actions in shadow form.
- 18-Shadowy Keep - a tower or room of shadow is raised which can only be accessed by creator or those he selects to enter or leave the keep.
Stamina 7 - 19-Shield of Shadows - A dome of shadows surrounds called target/s and any powers or attacks aimed at target/s will pass into the shadows without hitting target. if attackers step through the shield, they come out on the other side of the shield past the shielded targets. Lasts until dispelled, protected targets cannot attack while guarded by shield, they too pass into the shadow veil if they step into the shield and another stride delivers them on unprotected ground.
- 20-Sanctuary of Shadows - Call the shadows into a lair, castle, manor, compound, or even a woodland area, to conceal those within. Very hard to detect. Also protects from sunlight..
- 21-Shadow Planes Walker - cross any distance and into any realm, world, alternate plane, or demi-plane.
Stamina 8 - 22-Black Oracle - Part the shadow veil to reveal those clan members selected, and use Shadow gates to intercept subjects within shadow realm and to intercept shadow gates.
- 23-Shadow Planes Gate - like a walker only shadow elemental can take others with them.
- 24-Eclipse in Shadows - Eclipse an area in the shadow veil, up to 10 feet per success. Protects from sunlight.
Stamina 9 - 25-Shadows and Stone - Haven, or even a select chamber, room, cave, etc., can be overlapped by the demi-plane of shadows to conceal overlapped area in an isolated fold of the shadow realm. Cannot be infiltrated without specific knowledge of Shadows and Stone, and intercept path abilities. Only higher power using correct applications can invade protected area/s.
- 26-Dungeon of Darkness - Sinks a subject or select area within the demi-plane of shadows where the shadow lands overlap an underworld, creating solid walls. Very hard to detect without the ability to find an overlap. Area is hard to escape as well where no gate can be formed to escape without specific knowledge of Shadows and Stone.
- 27-Dark Creationist - create any called, tangible, shadow effect, object or scope (such as shadow-bridges, doors, gates, keeps, castles, weapons, trees, ropes, ladders, vines, forests, lakes, etc.) with called effects which include selection of who creations are tangible to, and ethereal passage only to select subjects through doors and tunnels.
Stamina 10 - 28-Shadow Catalyst - Allows caster to create a contingency, that triggers a shadow affect if catalyst is triggered. Caster calls catalyst, with power of up to +300 as called.
- 29-Protection from Shadows - Protects from any rivaling Shadow Effect
- 30-Shadow Scape - Create a corporeal scope of shadows that is ethereal and invisible to anyone not select to enter corporeal zone. Area is created via quantum visualization to create material wilderness, buildings and grounds, etc., all cast in a night-like scope of shadows. Moonlight and sunlight can penetrate area to create a filtered light effect if called. Up to one acre.
Stamina 11 (31-35) - Improved Power
Stamina 12 (36-40) - Improved Power
Information
All Shadow walking, cloaking, and gate powers in this path either fail or succeed on their roll. Checks cannot be rolled against them unless Sixth Sense or special Shadow Sight powers are applied. One phases through material things while in shadow form or cloak thus an Umbramancer cannot attack while phased into shadows.