Morphing
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.
Size Chart
Stamina 1 1-3 - needle, dime, pea, bead sized
Stamina 2 4-6 - small bullet, ring, quarter, pencil, pebble, dollar sized
Stamina 3 7-9 - finger, medium bullet, necklace, silverware, large pebble sized
Stamina 4 10-12 - hand, small rock, large bullet, belt, knife sized
Stamina 5 13-15 - head, arm, cloak, short sword, long dagger, sized
Stamina 6 16-18 - leg, large rock, battle shield, sword, shrub, window sized
Stamina 7 19-21 - human body, boulder, door, suit of armour, bush sized
Stamina 8 22-24 - horse, car, wagon, gate, boat, small tree, huge boulder sized (Base MA backlash dmg.)
Stamina 9 25-27 - elephant, large tree, small ship, house, tower, hill sized (Base MA backlash dmg.)
Stamina 10 28-30 - mountain, lake, ocean liner, small island sized (Base MA backlash dmg.}
Stamina 11 31-35 - Forumation of Commands - create wards, magic items, spells, catalists and contingencies with morph commands. (Base MA backlash damage}
Stamina 12 36-40 - Live Morphs - morph animals, humans, creatures with elements or other living things. (Base MA backlash damage}
Note: all do aggravated damage unless otherwise stated.
Stamina 1 1-3-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 4-6-Shadow Cloaking - Cloaks vampire and their presence.
Stamina 3 7-9-Shadow Walking - Close distance through shadow realm.
Stamina 4 10-12-Gate of Shadows-which vampire can take others through via the shadow realm.
Stamina 5 13-15-Intercept Path - Allows shadow elemental to intercept other gate paths, even select ones with higher power (roll).
Stamina 6 16-18-Corporeal Shadow Form - Ability to take actions in shadow form.
Stamina 7 19-21-Shadow Planes Walker - cross any distance and into any realm, world, alternate plane, or demi-plane.
Stamina 8 22-24-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..
Stamina 9 25-27-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 28-30-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.
Stamina 11 31-36-Counter Veil - Shadowy rift opens to draw an opposing power into shadow veil and nullify it.
Stamina 12 36-40-Formulation of Commands - Manipulating use of powers to select commands, Creating Wards for Havens using powers, and creating artifacts of power.
Information: Wisdom Check vs. LoD of Power. Time is very complex. Nothing in the world can be affected, past, present, or future, which shall alter what has already come to pass. Only in time pockets can anything that has already happened be altered. If anything that affects major outcomes is altered, it creates another time line. 99% of all accidental time lines are doomed for apocalyptic destruction, as a collapse in 'inner' space occurs which will destroy all worlds and life within that time line when major riffs in history, i.e. the stream of time occur.
Time Selection - Uses no stamina. Chronomancer is not affected by time effects, and allows chronomancer to chose who is and is not affected.
Capture Time Stream - Uses no stamina. Captures time streams so chronomancer can manipulate time.
Haste - Uses no stamina. Times slows for everyone else but the Chronomancer.
Harness and manipulate the time stream to redirect it; reverse time, advance time, delay time, hasten time, age, reverse age, hasten and convey target through time gates, etc. as called.
Maximum time affected is; up to +10 years per success, +100 years per ace, x ten on a crit.
Penalties: power fails with 0 aces and backlash occurs with full damage, full damage and time affect backlash occurs on a botch. This power can also anger powerful beings if time is tampered with in a dangerous way.