Elemental Paths

Fire

1-3
A-Spark Fire - Light fires, candles, etc.
B-Burning Hand - Hand burns target with touch.
C-Dancing Flame - Flame leaps up on any called surface to burn brightly.
D-Detect Fire - Detect any source of fire within 100 yard radius.
2-6
A-Invoke Flame - Call a flame into whatever is targeted.
B-Protect from Flames - Called target is protected from fire for up to 1 turn per success.
C-Shield of Fire - Forms around select target and burns anyone who contacts it, +10 damage.
D-Hot Embers - Seering 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.
3-9
A-Throw Flame - A stream of fire that elementalist controls direction of.
B-Flame Transfer - Move fire already present to another location as called.
C-Heat of the Flame - Affects targets with heat of flame and not the flames themselves. Can be used to call the damage from other spells, otherwise damage is +5 to +11.
D-Flame Burst - Called target bursts into flames.
4-12
A-Halo of Fire - A slow burning halo of fire which surrounds target.
B-Extinguish Flames - snuffs fires.
C-Flame Trap - A called item is enchanted to explode in flames when touched while object remains unharmed.
D-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.
5-15
A-Torch - Make a fire brand out of anything.
B-Doorway of Flames - If a door enchanted with this is touched, person not selected to enter is severely burned. +10 dmg, per success.
C-Flame Minion - A flame minion is invoked from the elemental plane of fire. They are 6 foot in height and resembles an angel with feathered wings and horns
in an etheral flame form. They can fly and are swift and dexterous in motion, 20 d6 Dex, 20 d6 Mvm. X 2. They take basic commands from their invoker, and last until vanquished by caster and can be damaged with normal weapons. They are often used for guards. Level of damage is up to +1 per success.
D-Bridge of Flames - A bridge of fire forms where called and can only be crossed by those called.
6-18
A-Fork Fire - Fire hits multiple targets.
B-Fireball - Missles ball of fire that explodes in 50 yard radius, all it consumes bursting into flames. Very damaging, even to allies if too close.
C-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.
D-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.
E-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.
7-21
A-Sulphuric Vapors - Poisonous and very flamable vapors.
B-Exploding Sphere of Flame - Like a fireball but covers an area of 100 yard radius.
C-Flame Catalist - Allows mage to set contingencies with fire affects, that when a catalist is triggered, a fire effect occurs as called.
D-Backdraft - Even the most powerful flames are rapidly snuffed as they are sucked back into the elemental plane of fire.
E-Gate of Flames - A hell gate. Unlike flame gate, only hellions can enter this gate of blue fire to enter hell or to close distances to various destinations, and only those with right of passage to and from hell can tap this power. Only those selected by caster can enter this gate period.
8-24
A-Sphere of Lava - Ball of Lava which covers target to encase them in incinerating heat.
B-Wall of Flames - Flames rise between called subjects to act as a protective barrier.
C-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.
D-Sheet of Lava - A sheet of lava five inches deep forms where called and covers up to 1 foot per success, +50 damage.
9-27
A-Pool of Lava - A deep boiling pool of fiery lava rises out of the ground, +95 damage.
B-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.
C-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.
D-Flame Projection - A quantum gift which allows caster to project fire in any way they can imagine with called effects. Wisdom of 22+ ONLY.
10-30
A-River of Fire - A river of Lava forms as called.
B-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.
C-Flame Ward - Raise wards with fire elements which can be used to protect a site with set catalists and commands which cause the wards to trigger.
D-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.
11-40
A-Master of the Flame - elementalist can formulate fire commands, use them for warding, and blend them with other gifts.

Electrical


1 [1-3] - Electrify Object - Electrifies one object to cause shock if object is touched
2 [4-6] - Electrical Jolt - Painful jolt of electricity with mild damage.
3 [7-9] - Lightning Bolt - Can be deadly if heart stops, but usually just does a lot of damage, stuns and burns, +30 dmg.
4 [10-12] - Fork Lightning - Strikes multiple targets as called in an area.
5 [13-15] - Ball Lightning - Ball Lighting floats around in a called area, and is attracted by anyone not selected to be protected from it to emit strong streams of electricity which strike those within range of it continually. MA+Level dmg. per turn until targets breaks away from stream. Range is 50 feet. 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 it's particles. HP=Caster's MA-Level+50.
6 [16-18] - Electrical Turf - The ground or floor of a called area is electrically charged and shocks, burns and stuns anyone not selected to be uneffected. Lasts until dispelled, or caster runs low on stamina, and does damage every turn.
7 [19-21] - 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.
8 [22-24] - Electrical Shock Wave - A blast of eletricity impacts an area with a high voltage blast of sizzling electricity.
9 [25-27] - Lightning Battery - Many bolts of lightning strike one after the other, 1 bolt per success
10 [28-30] - Continous Stream Lightning - Lightning streaks from elementalist's fingers in continuous stream at someone, +10 per success, per Attack turn.
11 [31-35] - Master of Electricity - elementalist can formulate electrical commands, use them for warding, creating enchanted items, artifacts, and catalists, and blend them with other gifts..
12 [36-40] - Improved Power - use these powers at these levels as gained.

Specialized Elements


1 [1-3] - Air Hike - Up to +1 foot jump per success.
2 [4-6] - Bubbling Spring - Fresh, clean water springs from a crack in a rock.
3 [7] - Steam Vent - A vent of hot steam opens in a surface as called, vent streams out 1 foot per success.
3 [8-9] - Wall of Mist - summons a dense fog or mist which dampens visual range to within 1 yard, covers a radius of up to +1 yard per success, x ten on a crit. Wall of fog height is up to 3 yards, +1 yard height per ace.
4 [10-12] - Rain Storm - Vigorous, lasting rain.
5 [13-15] - Gale force Winds - Wings strong enough to blow dead trees down.
6 [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.
7 [19-21] - Invoke the Tempest - Severe thunderstorm over land or sea that lasts for called number of days.
8 [22-24] - Hurricane Force Wind - Very destructive winds at 80+ miles per hour, +80 Wind force dmg.
9 [25-27] - Tornado - Caster controls path, +80 Wind force dmg.
10 [28-30] - Deaden Storm - Any storm and any of its forces, no matter how great, suddenly ceases.
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.
12 [36-40] - Improved Power - use these powers at these levels as gained.

Elemental Morphing

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)