Elemental.
(MUST choose ONE Element only. You may purchase Elemental Magic more than once with your available schools)
Firecraft: Control over flames and heat. Can summon fire, manipulate existing flames, or create fire-based attacks.
Beginner:
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Can summon a palm-sized flame.
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Create Light, The light will be as bright as a single candle.
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Beginners may throw a ball of fire approximately the size of a baseball 50 yards (will cause 1d10 + Soul + skill in damage.)
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May raise/lower the temperature around themselves by +/- 10 degrees.
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May create enough heat to cook small quantities of meat, stew.
Moderate:
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Can summon a three foot, or smaller flame.
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Create light, light can be as bright as a single lantern.
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Moderates may throw a ball of fire approximately the size of a basketball 100 yards (will cause 1d10 + Soul + skill +2 in damage .)
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May raise/lower the temperature around themselves +/- 15 degrees.
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May create enough heat to cook a roast, kettle of stew.
Advanced:
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Can fill a moderate sized room with enough light to read by.
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Can Summon a dancing light that will move independently of their person.
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Can summon a wall fire approximately 10’x10’.
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Advanced may throw a ball of fire approximately the size of a beach ball 75 yards (will cause 1d10 + Soul + skill +3 in damage.)
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May raise/lower the temperature around themselves and two other people +/- 20 degrees
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May create enough heat to cook enough food for 20 people.
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May surround themselves with fire add +3 to their defensive rolls for one combat scene.
Hydromancy: Command over water, including the ability to summon rain, control rivers, or freeze water into ice.
Beginner:
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Can fill a single canteen with clean water.
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May raise/lower the temperature of a canteen of water by +/- 10 degrees.
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May create ice out of a canteen of water.
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Beginners may throw a ball of water approximately the size of a baseball 50 yards (will cause 1d10 + Soul + skill in damage.)
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Have the ability to breathe under water. They move in the water at normal swim speed. Immunity to cold.
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May create ice armor around themselves affording +1 to their defensive rolls for one combat scene.
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May sculpt in ice/snow without the use of tools.
Moderate:
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Can create enough clean water to fill a barrel.
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May raise/lower the temperature of a barrel of water +/- 15 degrees
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Moderates may throw a ball of water approximately the size of a basketball 75 yards (will cause 1d10 + Soul + skill +2 in damage .)
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May allow themselves and one other person to breathe under water. They move in the water at 2x normal swim speed. Immunity to cold.
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May create ice armor around themselves affording +2 to their defensive rolls for one combat scene.
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May sculpt in ice/snow.
Advanced:
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Can Fill a tub with Clean water.
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Can create a canteen of pure water (Magical) for the crafting of potions. Can summon a wall of water approximately 10’x10’.
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Advanced may throw a ball of fire approximately the size of a beach ball 100 yards (will cause 1d10 + Soul + skill +3 in damage.)
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May allow themselves and 2 other people to breathe underwater. They move in the water at normal swim speed x3. Immunity to cold.
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May, on a successful touch, attempt to freeze a single target. (Victim rolls Body + 1d10 to break free being frozen each round. Target breaks free if they roll an 8 or higher)
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May create ice armor around themselves affording +3 to their defensive rolls for one combat scene.
Aeromancy: Manipulating air, wind, and storms. Can summon gusts, fly, and so on.
Beginner:
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May send a message over a long distance to a single person on the air. Messages will take 3 rounds to be heard.
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May summon a light breeze that will extinguish non-magical flames.
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May throw a ‘ball of air’ approximately the size of a baseball 50 yards that will cause 1d10 + Soul + skill in damage.
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May levitate themselves, or an inanimate object of equal weight one story into the air. As long as they do not take damage and maintain focus, they may move at a walking pace.
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May create a buffer of air around themselves granting them +1 on damage soaking. This buffer will last for one combat scene.
Moderate:
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May send a message to 3 people on the air. Messages will take two rounds to be heard.
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May summon a moderate breeze that will extinguish non-magical flames (up to the size of three torches)
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May throw a ‘ball of air’ approximately the size of a basketball 75 yards that will cause 1d10 + Soul + skill + 2 in damage.
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May levitate themselves, and one person of equal weight two stories into the air. As long as they do not take damage and maintain focus, they may move at a run.
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May create a buffer of air around themselves and one other person granting +2 on damage soaks. This buffer will last for one combat scene.
Advanced:
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May send a message to five people on the air. Message will arrive in one round.
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May remove effects of airborne attacks (Gas, smoke, poison) in a 10’ radius.
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May throw a ‘ball of air’ approximately the size of a beach ball 100 yards that will cause 1d10 + Soul + skill + 3 in damage.
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May levitate themselves, and two other people two stories into the air. As long as they do not take damage and maintain focus, they may move at a run.
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May create a buffer of air around themselves and one other person granting +3 on damage soaks. This buffer will last for one combat scene.
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May suck the air from an area the size of a moderate room (20x20). Those within the area must make a successful resistance roll (Victim rolls Body + 1d10 vs target 8 to resist.) If the victim fails they fall unconscious. Each round they are unconscious the victims may roll to regain consciousness.
Geomancy: Earth manipulation, creating earthquakes, controlling the ground, or moving earth and rocks. Can sculpt/manipulate stone/gems without tools.
Beginner:
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May move up to 5’ through the earth once per day. Do not need air.
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May move the ground beneath one person up to 50 yards away in an attempt to unbalance them. (Victim rolls Body + 1d10 vs target 8 to resist.) If the victim fails they lose their footing and fall. (Targets on the ground may take no other action beyond defending themselves /or/ attempting to stand. They may not do both. Each round the victims may roll to regain their footing.
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May throw a ‘ball of stone’ approximately the size of a baseball 50 yards that will cause 1d10 + Soul + skill in damage.
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May sculpt/manipulate stone/earth/gems without tools.
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May create armor around themselves from stone granting a +1 to defense.
Moderate:
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May move up 20’ through the earth twice per day with one additional person. Do not need air and are immune to pressure.
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May move the ground beneath two people close to one another (Within 15’ of each other) in an attempt to unbalance them. (Victim rolls Body + 1d10 vs target 8 to resist.) If the victim fails they lose their footing and fall. (Targets on the ground may take no other action beyond defending themselves /or/ attempting to stand. They may not do both. Each round the victims may roll to regain their footing.
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May throw a ‘ball of stone’ approximately the size of a basketball 75 yards that will cause 1d10 + Soul + skill +1 in damage.
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May sculpt/manipulate stone/earth/gems without tools.
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May create armor around themselves and one other person from stone granting a +2 to defense.
Advanced:
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May move up to 40’ through the earth three times a day with two additional people. Immune to pressure, do not need air.
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May move the ground in a 20x20 area in an attempt to unbalance enemies. (Victim rolls Body + 1d10 vs target 8 to resist.) If the victim fails they lose their footing and fall. (Targets on the ground may take no other action beyond defending themselves /or/ attempting to stand. They may not do both. Each round the victims may roll to regain their footing.
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May throw a ‘ball of stone’ approximately the size of a basketball 75 yards that will cause 1d10 + Soul + skill +1 in damage.
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May sculpt/manipulate stone/earth/gems without tools.
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May create armor around themselves and two other people from stone granting a +2 to defense.
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May create either a 20x20 wall of stone /or/ a dome of stone (hut) in 20 foot radius (Dome remains until banished by caster, or after taking 100 points of damage)