Shaithis -- Magic I -- Elementalism

Shaithis - Elemental Paths

Navigation: Home +++ Stats +++ Dice +++ Inborn Powers +++ Magic I +++ Magic II

Elementalism - Limited Paths

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}

Electrical

  • 1-3: Electrify Object - Electrifies one object to cause shock if object is touched.
  • 4-6: Lightning Bolt - Can be deadly if heart stops, but usually just does a lot of damage, stuns and burns, +30 dmg.
  • 7-9: Enchanted Weapon - Summon an Enchanted weapon with power of electricity, 1 Level per success+30 damage, weapon will shock and imbue target with concentrated electrical charge. Enchantment lasts 1-3 attack per success.
  • 10-12: Electrical Aura - Surrounds a called target, shocks, stuns and burns them until elemental casts another spell.
  • 13-15: Fork Lightning - Strikes multiple targets as called in an area.
  • 16-18: Protection from the Light - Protects from light elements (10% per success).
  • 19-21: 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.
  • 22-24: Electrical Shock Wave - A blast of eletricity impacts an area with a high voltage blast of sizzling electricity.
  • 25-27: 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.
  • 28-30: Lightning Battery - Many bolts of lightning strike one after the other, 1 bolt per success.
  • 31-35: Continous Stream Lightning - Lightning streaks from elementalist's fingers in continuous stream at someone, +10 per success, per Attack turn.
  • 36-40: Master of Electricity - elementalist can formulate electrical commands, use them for warding, creating enchanted items, artifacts, and catalists, and blend them with other gifts.
  • Fire

    Note: all do aggravated damage unless otherwise stated.

  • 1-3: Spark Fire - Light fires, candles, etc.
  • 4-6: Protect from Flames - Called target is protected from fire for up to 1 turn per success.
  • 7-9: Flame Burst - Called target bursts into flames.
  • 10-12: Flame Trap - A called item is enchanted to explode in flames when touched while object remains unharmed.
  • 13-15: 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.
  • 16-18: 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.
  • 19-21: 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.
  • 22-24: 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.
  • 25-27: Fire Storm - Fireballs rain down on a called area, 1 fireball per ace, each spreads in 25 foot radius, +50 damage per fireball.
  • 28-30: 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.
  • 31-35: Flame Ward - Ward any area as called with fire.
  • 36-40: Master of the Flame - elementalist can formulate fire commands, create fire catalists, use them for warding, creating items and spells, and blend them with other gifts.
  • Shadow

    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.

    Time Streamer

    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.


    Navigation: Home +++ Stats +++ Dice +++ Inborn Powers +++ Magic I +++ Magic II