two point:
fire: hand
of flame- with a simple test, a dancing puff of fire surrounds
your hand, this palm of flame creates light, and causes aggravated damage
if you strike with your flame-wretched hands. You suffer no damage or inconvenience
from hand of flame, this effects lasts until you snuff it out, or ten minutes.
fire
shield- with a simple test, a shield of fire surrounds you,
protecting you with an additional one healthy box. Those hitting through
the fire shield, suffer an aggravated damage. You suffer no damage from
your own fire shield, and it lasts for ten minutes or until you snuff it
out.
water: cloak of
mist- with a simple test, a cloak of mists surrounds
you, protecting you with an additional one healthy box. It also gives you
one bonus stealthy trait when hiding in shadows, or dark places. You can
see through your own cloak of mist, but not through others. This effect
lasts for ten minutes.
rain
burst- with a simple test, you
produce a large, ominous rain cloud. This rain can cover a 10 feet area,
and can sometimes produces thunder and harmless lightning. This effect
lasts for ten minutes.
air: cloud
ride- with a simple test, you can hitch a ride on a cloud, using
the cloud for travel much as you would a riding dragon or an unicorn. You
can not take other people with you on this cloud, and you can not ride
the cloud for longer than for ten minutes. The cloud does not travel faster
than it can naturally, and can often be taken the wrong way my the wind.
Float-
with a simple test, you can float yourself off the ground, and move at
a brisk pace through the air. You can only cast this on yourself, not others.
You can move yourself smoothly at walking speed in any direction, you can
soar as high as you dare to go, or simply hover off the grounds. This effect
will only last for ten minutes, so be careful where you decide to float.
earth: earth
meld- with a simple test, you can sink into the bosom
of the earth, able to sleep mystically undisturbed within the soul. You
must be touching raw soil, you immediately begin sinking eerily into the
earth itself, taking with you only your clothing and small person possessions.
Wile in this state, you are not fully aware of the material world, and
cannot move, expect to rise at will. You can only stay in the earth for
ten minutes.
solid
ground- with a simple test, you become in tune with the ground around
you, gaining you one additional healthy box, and one additional resilient
trait. It is harder to knock you off your feet in this state, but not impossible.
You do not need to be touching raw earth to do this, but the effect does
only last for ten minutes.
mind: passions-
by winning a test against you victim, you can bring emotions to a fevered
pitched, alternately you can diminish their emotions to whispers. If you
decide to passion the target’s sensitivity, they suffer from the impatient
trait for ten minutes. If you decide to un-passion the target’s sensitivity,
they suffer from the submissive trait for ten minutes.
heightened
senses- with a simple test, you can heighten one of your senses
to above human capacity. It can be sight, hearing, taste, touch or smell.
Whichever sense you do activate to be heightened, the heightened sense
lasts for ten minutes, or until you turn it off. You have to be careful
with use of this spell, since you can suffer the disadvantages of having
heightened sense.
three point:
fire: flame
bolt- by winning a mental challenge against your targets physical
traits, you launch a dart of fire to wound your target. It inflicts
one level of aggravated fire damage, and if it strikes a easily flammable
target, the target catches fire. You are not immune to your own flame bolt,
it is a automatic action.
wall
of fire- with a static mental test, difficulty of five, you
create a column of flame, erupting from the very air, you can create this
flaming barrier at any site that you can see, up to 50 feet away from yourself.
Wall of fire appears immediately, it occupies a space approximately six
feet in diameter, and of equal height, the effect lasts for fifteen minutes,
or until you cancel the spell.
fire
walk- with a static physical test, difficulty of five, you can
walk over fire, using this you can walk over top a wall of fire, but not
through it. Fire does not damage to your feet with this spell, and the
effect lasts for fifteen minutes. You can not cast this spell on other
people, it only effects yourself.
water: downpour-
with a static mental test, difficulty of five, you create a raging downpour
of rain, it appears without warning to fill a 50 foot area, the downpour
lasts for fifteen minutes, or until you cancel the spell. The downpour
comes with a lot of thunder, and the occasional lightning bolt. Lightning
may hit people, but it can not be directed by the caster.
water
walk- with a static physical test, difficulty of five, you can
walk over water, using this you can walk over top a body of water, but
not through waterfalls. You can walk over water for fifteen minutes. You
can not cast this spell on other people.
water
breathe- with a static physical test, difficulty of five, you
can breathe water. Unfortunately, you can only cast this spell on yourself,
but it is useful to make a quick escape, especially since the spell lasts
for fifteen minutes. While using this spell, you dive down as far
down into the water as you are daring to go.
air: flight-
much like float, but you can effect other people. You can move anything
up to 200 pounds in weight, but do not have fine control over the object.
If you grab a person with this power, use a challenge of your mental traits
against the victims physical traits. This power does not inflict actual
damage, and the spell lasts for fifteen minutes.
cloak
of fog- with a static mental test, difficulty of five, a cloak
of fog surrounds you. It gives you two additional healthy traits,
and gives you two additional stealthy traits when it comes to hiding. It
gives you a spooky appearance, and it makes it hard for others for others
to see your actual features. This spell lasts for fifteen minutes, and
it can not be cast on other people.
gust
of wind- with a static mental test, difficulty of five, you
create a strong gust of wind, this wind is able to knock objects and people
over. It is only a static test to knock over an object, but an opposed
mental test versus the targets physicals to knock over a person. The gust
of wind can also be used as a cooling effect, and the spell lasts for fifteen
minutes or until canceled.
earth: earth
travel- an advanced type of earth meld, with a static physical
test, with difficulty of five, once you sink into the raw soil of Earth,
you can also travel through the earth to another destination on Tarar.
You have to enter the earth through raw soil, and exit the earth through
raw soil. You can not cast this spell on other people, and the effect only
lasts for fifteen minutes.
skin
of hardness- with a static physical test, difficulty of five,
your skin becomes hard. So hard that it adds two additional healthy traits,
and two additional tough traits. Your skin has a stone-like appearance
to it, and this effect lasts for fifteen minutes.
boulder
toss- with a static physical test, difficulty of five, you can
pick up large boulders and toss them up to twenty feet away. Using this
you can lift, and toss up to 200 pounds. You can toss a boulder onto a
person, testing your physicals against their physicals to do two bashing
damage to them. this is an instant spell, and has no duration on it. Using
this spell, you can even throw one person towards another person, and do
damage to both victims.
mind: unseen
presence- with a static mental test, difficulty of five,
you can become unseen to the those who are attempting to see you. These
powers of concealment allow you to fade from view, and then to wander about
while remaining unnoticed. You cross your arms in front of you to represent
this power, and it remains as long as you do not speak, make any loud noises,
or interact with your environment.
command-
exerting your will against a single individual, you can give a simple command
and demand obedience. A single word becomes an imperative command to your
victim. You need only meet your victim’s gaze. The command cannot be blatantly
harmful or self-destructive. You then engage in a mental challenge with
your opponent. If you win, the victim must follow the order directly and
immediately, the command cannot last more than 10 minutes.
dread
gaze- by glaring at a victim, you can terrify others with a
supernatural fearsome visage. Make a social challenge against your foe,
if you succeed the subject feels your presence and tries to avoid you for
the rest of the scene or hour. If cornered, the victim will still defend
himself, but he will do his best to escape you. The subject defends himself
normally, but must risk an additional trait if he wishes to attack or act
against you, just as if he were wounded.
four point:
fire: engulf-
you can cause the victim to burst into flames, combusting rapidly. This
fire burns the subject with horrible power, remaining until the subject
manages to extinguish the flame. Casting engulf takes a single action,
you must make a challenge of your mental traits against the target’s physical
traits in order to successfully engulf a for. If you succeed, the target
bursts into flames, suffering two levels of aggravated damage from the
fire. Furthermore, until the target takes a full action to smother the
flame, he continues to suffer an additional level of aggravated damage
at the end of successive turn. You may engulf a target multiple times in
successive turns, however a victim blasted multiple times still one takes
one level of damage per following turn due to the continuing fire.
skin
of flames- with a static physical test, difficulty of five,
you can cause your very skin to come alive with flames. Not only does your
skin look very interesting, but it is in deed fire. People who touch your
skin take a lethal damage, but luckily your skin does not start fires with
flammable objects. This effects last for fifteen minutes or until you cancel
the effect.
fire
breathe- with a static mental test, difficulty of five, you
can breathe fire, as you would oxygen. Useful if you are thrown into a
volcano, or stuck in the dangerous fire mist. The effect last for fifteen
minutes.
ash
form- with a static physical test, difficulty of five, you can
collapse suddenly into a desiccated heap of ash. You retain you consciousness,
keeping you in a pile of fine detritus that you can reform, for the effect
last for fifteen minutes or until you cancel the effect. You can vaguely
sense your surrounding, about 10 feet in all directions, and are completely
immune to physical attacks. If the ashes are separated, you reform missing
some parts of your body, you take lethal health levels of damage depending
on how much of your substance was removed.
water: eyes
of the sea- you may look deep into a body of water, and view
events that have transpired in, on or around it from the water’s perspective.
You must stare deeply into a body of water when using this power, you may
see up to one day into the past, if you wish to see more, you must start
making simple tests; with each successful test you may gaze further back
in time. Alternately, spending a willpower trait counts as an automatic
success. This power can only be used on standing water, a glass of water
will not work.
white
rapids- with a static mental test, difficulty of five, you can
cause a calm body of water to develop white rapids, causing a wild and
exciting ride. This effect last for fifteen minutes, or until you cancel
it. You can use it for fun, frolic, or causing a foe to face a wild ride.
water
form- with a static physical test, difficulty of five, you can
change your body into water.With this form, you do not automatically have
the underwater breathing ability, so you better be careful how you use
it. With water form, you can walk through waterfalls with ease, for you
are a walking water. You can not be damaged by mere physical attacks in
this form. This effect lasts for fifteen minutes or until you cancel the
effect.
icy
touch- with a static physical test, difficulty of five, your
very touch becomes icy. Your chilling caress pulls away heat and kills
plants. This touch is mostly an eerie effect, though you should certainly
mention your ice cold touch to anyone who has physical contact with you,
while this effect lasts, for fifteen minutes.
air: body
of fog- with a static physical test, difficulty of five, you
can change your body into fog. With this form, you can disperse into a
floating cloud, still able to sense your surroundings and able to move
about as you desire. This fog form can slip through tiny cracks and holes,
and it cannot be dispersed by the mightiest of natural winds. You are immune
to mundane physical attacks in this form, and you take one less level of
damage from fire attacks. You are still affected normally by mystical attacks,
you may move as desired at the pace of a brisk walk.
High
winds- with a static mental test, difficulty of five, the wind
speed around you rises up to around thirty miles per hour, with gusts of
wind up to twice that. All characters attempting ranged attacks must bid
two extra traits when attacking; characters attempting to throw objects
must bid three extra traits. You may attempt to knock people down with
the winds by making a mental challenge against the subjects’ physical traits,
as long as they are in your line of sight and in a location that allows
for such gusts of wind. This will not do any damage, but the subjects must
spend the next combat turn getting back to their feet. The effects lasts
for fifteen minutes, but please remember that you must have wind around
you to use this spell, with no natural wind, you have nothing to control.
dust devil- also known as a mini tornado, handy for cleaning
your house or dust. It is a small, harmless dust devil, that picks
up small dirt, and papers. You must make a static mental test, difficulty
of five traits to activate. The effect lasts for fifteen minutes, and you
can control it, or let it run free. Very useful for getting rid of important
papers you do not want seen.
cloud form- with a static physical test, difficulty of five,
you can change your body into the form of a cloud. You can not float without
the spell activated, but you do slightly bounce about. You can not be damaged
by mere physical attacks, while the spell last, for fifteen minutes.
earth: herbal wisdom-
merely by touching a plant, you may communicate with its spirit. The exact
nature of the spirit depends largely on the plant in question. You must
touch the plant you wish to communicate with and make a static mental challenge,
difficulty of five. You may ask a single question and expect an answer,
which mat or may not be helpful, but will always be true.
Seasons
passing- with this power, you can cause a flower to grow from
a seed to full bloom in mere minutes, or an entire tree to spring up overnight.
Alternately, you may cause a plant to die and decay, grass to wither or
stakes to crumble with but a touch. You must touch the target plant and
activate the power, the plants growth or death- depending on your intent,
will be greatly accelerated. For an instant effect, spend a willpower trait.
Without spending the willpower, you have to make a static mental test,
difficulty of five, and takes fifteen minutes to go into effect.
earth
shiver- with a static mental test, difficulty of five, you cause
the earth below to shake with a slight shiver, almost like an aftershock
of a quake. The earth shiver does not last long, unless you concentrate
to make it last longer, you can not make it last longer than fifteen minutes.
This shiver does not make anything break or spill, it merely reflects your
anger of a situation.
gem
form- with a static physical test, difficulty of five, you can
turn your body into any certain gem. Depending on the gem you choose, you
can have an ill effect of certain were-critters, so be warned. While in
gem form, mere physical attacks do not effect you as they usually would.
The effect last for fifteen minutes.
mind: song
of serenity- you can sing a song that soothes the soul of even
the angriest God. You have to make a successful social test against your
targets mental traits. A success means that they are suddenly calm and
serene, and for fifteen minutes they can not show any sign of anger.
minor
illusion- you generate a brief, static illusion that affect
a single sense. You could make someone hear a low wind, of feel the grating
touch of sandpaper. This illusion has no real substance, but it can confound
or mislead. You must best your subject in a social challenge to create
this illusion, and it last for fifteen minutes or until you cancel the
effect.
mind
tricks- with this spell, you illusion appeal to all senses,
thus you can make a wall that appears solid, has a texture to the touch
and smells of old dust and paint, but which has no real substance and can
be passed through. You must best your subject in a social challenge, and
the illusion remain visible for fifteen minutes or until you cancel the
effect.
fey
sight- with a static mental test, difficulty of five, you can
see the hidden features of the fey. You can see their hidden wings, and
know who has faerie blood, and who doesn’t. This effect lasts for fifteen
minutes, and can be overwhelming if used in the Fae Mists.
five point:
fire: fireworks-
with a static mental test, difficulty of seven, you can cause colorful
fireworks to erupt playfully in the sky. You can control the color, and
it can be a useful way to create some attention to your area. The effect
lasts for twenty minutes, or until you cancel the effect. Remember that
using this spell in an indoors area can be quite dangerous.
healing
flame- you can create a healing flame, if the subject is willing
the healing flame heals one aggravated wound per five minutes, lasting
a full twenty minutes. If the subjects resists being healed, you have to
make a successful mental versus mental test.
ember-
named after the most well-known Fire Mage in Tarar who created this spell,
this spell is quite famous. A firestorm comes in a searing wash that fills
an entire room. A hail of flames rains down across a hug area, burning
everything within, any place that you can see, within 50 feet, in an area
up to 20 feet in diameter is shot through with roaring sheets of flame.
You make a mass challenge against anyone within, pitting your mental traits
against their physical traits. Anyone who loses is struck with the fire,
immediately taking a level of aggravated damage. Victims who cannot reasonable
escape the area are burned automatically without recourse to a challenge..
This is automatic, and has no duration.
brilliance
of Apollo- with a static mental test, difficulty of seven, you
erupt into an aura of bright light, you shine with the brightness of the
sun, or Apollo’s chariot. Those that try to look directly at you, must
make a difficult mental trait to continue looking at you, or will start
to get sun spots in their eye sight. This effect lasts for twenty minutes
or until you cancel the effect.
steal
light- you can take the light from other objects, and drain
them dry. With a static mental test, difficulty of seven, every light in
a 20 foot diameter of you goes out, and this effect last for twenty minutes
or until you cancel the effect. This spell can be used to cancel out lower
fire spells, using an opposed mental test against the other caster.
water: prison
of water- you can command a large body of water to animate
itself and imprison a subject. A significant amount of fluid is required
for this power to work. You must make a static mental test, difficulty
of seven, to form your prison around your subject. You must always have
a line of sight to both the source of water and the subject, the prison
remains in existence for twenty minutes, or until you cancel the spell.
healing
rain- you can create a healing rain, if the subject is willing
the healing the rain heals one aggravated wound per five minutes, lasting
a full twenty minutes. If the subjects resists being healed, you have to
make a successful mental versus mental test.
Water
to wine- you have the power to transmute water into other liquids.
You must make a static mental test, difficulty of seven, you must touch
the water and concentrate on the liquid that you want it to become. This
effect lasts for fifteen minutes, or until you cancel the effect.
bubble-
with a static mental test, difficulty of seven, you can create several
bubbles to appear from your hands, they can be as large, or small as you
wish. You may even climb in one of the bubbles, and float peacefully inside
it. But if it pops, you better have feather fall to get safely back to
the ground. The effect of bubble lasts for fifteen minutes, and other people
can not climb into your bubbles, they are your own private transportation.
snowfall-
with a static mental test, difficulty of seven, you can create an snow
fall in an area of an 20 foot diameter, as long as it is within your eyesight.
The snow is gentle, and now very dangerous, but can be quite fun and refreshing
during hot days. The effect lasts for fifteen minutes or until you cancel
the effect.
earth: dance
of vines- you can animate a mass of vegetation up to
your own size, either for utilitarian or combat purposes. Vines can strangle
opponents, trees may move to allow faster passage through a thick forest
(and bend again to block the passage of pursuers), roots may trip unwelcome
visitors. The target plant must be within your line of sight, it is a static
mental trait, difficulty of seven traits, the target must have a mass that
is less than or equal to your own. The plants stay active for twenty minutes
and are under your complete control. Plants can not uproot themselves and
start running around, nor can they walk under this power.
healing
sands- you can create a healing sandstorm, if the subject is
willing the healing sandstorm heals one aggravated wound per five minutes,
lasting a full twenty minutes. If the subjects resists being healed, you
have to make a successful mental versus mental test.
verdant haven- with this power, you may construct a shelter
out of a sufficient amount of plant matter. The shelter not only
provides protection from the elements, it also protects you against sunlight
and attack. It also creates a mystical barrier that keeps you wish to exclude
from entering. It appears as a six-foot tall hemisphere of interlocked
branches, leaves and vines with no discernible opening. You must be in
a heavily vegetated area, and last for twenty minutes, once the haven is
sealed, anyone wishing to enter without your permission must make a mental
challenge against you, and you gain two extra traits that can be used in
this challenge.
awaken the forest- this power allows you to awaken the very
trees of the forest, causing them to stretch their limbs, pull their roots
out of the ground and walk with steps that make the earth shake. You must
touch the tree you wish to animate, and make a static mental test, difficulty
of seven traits. The spell lasts for twenty minutes, and you can only effect
one tree at a time, once the time expires, the tree stops moving and puts
down roots wherever it is at the moment. The same tree can not be animated
again for the next twenty four hours. While animated, the tree follows
your verbal commands as well it can. This is a very useful spell
for dryads, who want to move their tree once it had been found.
tunnel-
with a static physical test, difficulty of seven traits, you can make tunnels
in the earth. More complicated than mere earth travel, you can dig down
into an earth surface, and tunnel anywhere, and even make various private
tunnels that are known to you only. An excellent way to make several exits
from your home, since with earth travel you need to know a certain area
where you exit. With tunnel, you can make as many or little tunnels as
you want, even without
being in the earth. This effect lasts for twenty minutes, or until
you cancel the effect.
air: healing
wind- you can create a healing wind, if the subject is willing
the healing wind heals one aggravated wound per five minutes, lasting a
full twenty minutes. If the subjects resists being healed, you have to
make a successful mental versus mental test.
poison
gas- with a static mental test, difficulty of seven traits,
you create poison gas to fill an area of a 20 foot diameter area. Those
in this area, start to take lethal damage while remaining in the area,
one lethal per action round. The effect lasts for twenty minutes, or until
you cancel the effect, it can have dangerous after effects as well. For
the gas can not always be contained by its caster, and can drift away and
harm innocent bystanders.
whirlwind-
a stronger version of the “high wind spell”, with a static mental test,
difficulty of seven, the wind speed around you rises up to sixty miles
per hour, with gusts of wind up to twice that. All characters attempting
ranged attacks must bid four extra traits when attacking; characters attempting
to throw objects must bid six extra traits. This wind is a localized effect,
knocking down all people in a 20 foot diameter area, people must win a
physical test against your mental to stay standing. This effect lasts for
twenty minutes, or until you cancel the effect. This spell does not do
any damage, and can be used even if there is no wind in the area..
electric shock- with a opposed physical test against your target,
you can electrically shock your victim, this does two lethal damage. This
spell has no duration, since it is automatic. You are able to use this
spell at a distance, you have to be at least within line of sight of your
victim, and you must make an opposed mental test against their physicals,
with an added difficulty of two traits. This effect can cause some people
to get a weird shocked lock to their hair.
lightning
strike - this attack inflicts three health levels of lethal
damage on the target. You must make a mental challenge against the target.
The target uses physical traits to dodge, and he must bid an additional
physical trait while attempting to do so, as lightning strikes rather quickly.
Unless there are storm clouds overhead, however, you must bid two additional
mental traits, as calling down lightning from clear skies takes some extra
effort.
mind: mesmerism-
like a hypnotist, you can impart commands to your subjects, even keying
them on specific trigger events. If you can meet your subject’s gaze and
speak aloud your commands, you can force the subject to obey your will.
Unsuspecting victims can even be given commands that they must carry out
later. Make a mental challenge against your subject, and you can impart
more complex or subconscious commands. You may give your subject any sort
of command, as long as it is not self-destructive. This command can either
be triggered immediately, or implanted with a particular trigger event.
Only one such command may be implanted in a victim at a time, and unless
other powers are used, the victim may well remember the process.
forgetful mind- your considerable powers of mental manipulation
allow you to exert your influence in the very memories of your victims.
By meeting your target’s gaze, you can draw out answers to questions and
even alter the subject’s memory. To uncover, alter or erase memories, you
must make a mental challenge against your victim. With success, you can
change up to twenty minutes of your victims memories; additional blacks
of time may be altered with additional challenges.
Use of forgetful mind can also determine if a particular set of memories
is fake, by causing the subject to recall his overwritten experiences.
entrancement-
when you bring your charm to bear on an individual, you are almost hypnotically
magnetic. You must make a social challenge against a target to exercise
entrancement. If you succeed, the target is favorable disposed toward you,
and will not insult you or attack you for an hour. If you take a hostile
action against the subject, the entrancement is broken, and it may not
be used against the subject again in the same scene.
spirit's
touch- every being leaves traces of it thoughts and emotions
wherever it goes. You may only use this power on objects or places, not
on people, animals or other living creatures. By touching an item, and
expending a mental trait for a turn of concentration, you gain a brief
flash of insight into any powerfully emotional events surrounding the object
in question. Using this power on objects charged with particularly powerful
emotions may cause you to be temporarily overcome
with emotions that are not your own.
confusion-
this allows you to completely befuddle anyone who is spaying you direct
attention, victims have trouble remembering their names, where they are,
and what they are doings. If attacked while confused, they can still defend
themselves. You must win a mental challenge, and by doing so, you can confuse
a victim for twenty minutes, or until you cancel the effect.
six point:
fire: firestorm-
a stronger version of “Ember” spell, the most powerful and dangerous in
a fire Mages arsenal. Once again, a hail of flames rains down across a
hug area, burning everything within, this time, within 75 feet, in an area
up to 20 feet in diameter is shot through with roaring sheets of flame.
You make a mass challenge against anyone within, pitting your mental traits
against their physical traits. Anyone who loses is struck with the fire,
immediately taking two levels of aggravated damage
this time. Victims who cannot reasonable escape the area are burned automatically
without recourse to a challenge. This effect lasts for twenty minutes,
or until canceled, and anyone who remains in the area of this spell suffers
one additional level of aggravated damage at the end of every turn after
its creation. Since this spell is quite powerful, and dangerous, it has
its price on the spell caster, every time they use it they take a “Phoenix
Star”, a point of aggravated damage in the shape of a small red scar
somewhere on their body. Although the damage is able to be healed, the
scar is permanent.
blazing
glory- the majesty of fire spells, you are a lit with the force
of fire that embodies you, and makes even the most stalwart tremble with
fear. When you exert blazing glory, heads bow, hearts break and spines
quiver. By expending a willpower trait, an aura of bright majestic flame
surrounds your body, for the duration of twenty minutes. You represent
this power with a special card or ribbon. As long as you have blazing glory,
nobody dares to insult you or attack you as
long as they are within line of their sight to you. They may attempt
to break this spell by making a social challenge against you, but must
spend a willpower trait to make the attempt. Failure means that the subject
cannot challenge you again for the duration of the spell.
touch
of torch- with this spell, you can pass on the ability of any
of your lower level fire-related spells to a friend.. If you friend decides
to resist this gift, you must make an opposed mental test against their
physicals. You friend gains the ability to use any of your lower level
fire-related spells for a duration of twenty minutes, or until you cancel
the effect.
fire
whisper- you can speak the tongue of the flames, the infernal,
and speak to the elemental of fire itself. By expending a mental test,
you can talk “fire” for twenty minutes. This includes talking to natural
flame, summoned elements, or fire dragons that insist on speaking only
the infernal tongue. You can even talk in private to others who know this
spell. You can not read nor write fire with this spell.
photosynthesis- like the flowers of mother earth, you no longer
need food for nourishment. You take in sunlight, and your body makes it
into food for your body. A full days worth of sunshine can keep you nourished
for a week, handy for desert travel. The most you can store at a time is
a months worth of sunlight to keep your body nourished, but please remember
to drink fluids, since the body does not live on food alone.
flame
breath- a powerful breath spell of fire dragons, you now have
the power to use it yourself. You must take a deep breath in before you
can use this spell. You then emit an automatic breath of fire, it is a
cone of 20 feet, with a radius of 10 feet. All those caught in the cone
take one aggravated damage, and are knocked off their feet. This spell
need to recharge, and you have to take ten minutes before you can use this
spell again.
water: tidal
wave- you can now command water to such an extent that you can
form it into an impenetrable tidal wave of immense power. You must touch
the surface of a standing body of water and spend two willpower traits.
A tidal wave 10 feet in height, and 50 feet in width appears to your command,
to crush foes or to remain as unpassable wall of protection. If you wish
to crush foes, the water crashes down on the victims, causing one level
of aggravated damage, and
knocking them off your feet. If you wish to make it a wall, it remains
in place for twenty minutes, it cannot be climbed (but can be flown over).
watery grave- a stronger power of prison of water, once again
commanding a large body of water to animate itself and imprison a subject.
This time, no amount of water is required for this power to work. You must
make a static mental test, difficulty of nine, to form your prison around
your subject. You must only know the name of the subject, and have had
a long conversation with them to use this power. The prison remains in
existence for twenty minutes, or until you cancel the spell. If you
desire, you may crush your trapped subject, again using the prison’s physical
traits against the subject physical traits. Each successful challenge results
in one health level of lethal damage to the subject to the subject.
You have the choice to drown your victims.
icy stare- the water version of dread gaze, by making a social
challenge against your foe, you strike terror into your victim. If you
succeed, the subject is frozen in place for five minutes, then avoids you
for an hour. If cornered while frozen, the victim receives an extra resilient
trait for each minute each is frozen to defend against attackers. After
using this spell, your eyes go icy blue for five minutes, then fade away.
surf-
why walk on water, when you can surf without the surfboard. By expending
a physical trait, you can surf over the waves of any body of water without
fear of losing your board, for the waves are your board. You can hang ten
for a duration of twenty minutes.
drought-
you can now remove water from plants, by making a mental test, difficulty
of nine. You bring drought to crops and other plants. You can even use
this power to dehydrate living targets, removing the water from their bodies.
To do this, make a mental challenge against the target’s physical traits,
if successful, you inflict three levels of lethal damage on the subject.
The victim is overcome with agony for that turn and cannot act.
blizzard-
a blizzard of snow rains down across a huge area, in an area up to 20 feet
in diameter. You make a mass challenge against anyone within, pitting your
mental traits against their physical traits. Anyone who loses is frozen
in place by the snow, immediately taking one level of aggravated damage.
Victims who cannot reasonable escape the area are frozen automatically
without recourse to a challenge. This effect lasts for twenty minutes,
or until canceled, and anyone who remains in the area of this spell suffers
one additional level of lethal damage at the end of every turn after its
creation.
earth: silence
of the grave- you bring a deadly silence to any area, you must
make a mass challenge against anyone within a 20 feet area in diameter.
Pitting your mental traits against their mental traits. Anyone who loses,
is silenced, as quiet as the grave, and must remain silent for twenty minutes
or until you cancel the effect.
heart
of stone- you can now turn your heart to stone, it still beats
and gives you life, but know your heart can not be pierced by any weapon.
The area of your heart gains an additional three tough related traits with
any combat that targets your heart. You also gain the callous positive
trait, s you heart no longer cares for the emotions, and is more logically.
This effect lasts for twenty minutes, and must be activated by winning
a mental test against nine traits. You may
cancel this effect if you wish, but it is not recommended.
mold
stone- you can mold stone, into beautiful artwork, or into a
safe cavern for protection. You must make a mental test against nine trait,
and a success means that for twenty minutes you can mold stone with your
own hands. Shaping stone into anything you desire, a dangerous spell when
you wish to do harm to a gargoyle in stone form, or any other earth Mages
using stone form. Of course, if you use this against a living being, they
get a mental test against your mental to awaken from their stone form sleep,
a win means that your molding goes away.
entrap-
with this power, you may bind a spirit into stone. You must spend a willpower
trait and make a mental test against nine traits, a success binds a spirit
into stone. A spirit can resist, they can spend a willpower and make a
mental test against your mental to break free of their stone cage. If they
fail, they are stuck in the stone for twenty minutes or until you cancel
the effect. Remember, a vengeful spirit is a dangerous enemy.
mountain
climb- why use equipment to conquer mountains when with this
power, you can climb mountains with your own hands and feet. By expending
a physical trait, you can climb the most difficult mountain using no equipment,
this effect lasts for twenty minutes.
bury
foe- you can command the very earth to bury a foe. You must
make a static mental test, difficulty of nine, to form your prison around
your subject. You must only know the name of the subject, and have had
a long conversation with them to use this power. The prison remains in
existence for twenty minutes, or until you cancel the spell. If you desire,
you may crush your trapped subject, again using the prison’s physical
traits against the subject physical traits. Each
successful challenge results in one health level of lethal damage to
the subject to the subject. You have the choice to crush your foes with
this earth grave.
air: cone
of silence- you bring a cone of silence an area, you must make
a mass challenge against anyone within a 20 feet area in diameter. Pitting
your mental traits against their mental traits. Anyone who loses, becomes
silent. This does not mean that they can not speak, but if they do so,
they must whisper. This effect lasts for twenty minutes or until you cancel
the effect.
air
whispers- you can speak the tongue of air, and speak to the
elemental of air itself. By expending a mental test, you can talk “air”
for twenty minutes. This includes talking to natural wind, summoned elements,
or air dragons that insist on speaking only the cloud tongue. You can even
talk in private to others who know this spell. You can not read nor write
air with this spell.
fade
into air- the air version of vanish from minds eye, you vanish
into the very air around you and remain hidden even while speaking or moving
about. You may vanish from view at any time, without having to seek cover.
Make a mass mental challenge against any onlookers, if you succeed you
fade away, unnoticed by anyone. Additionally, you may speak aloud while
using this discipline, and still attempt to remain hidden. Your voice is
a disembodied voice. You can not remain invisible
while interacting physically with your environment, screaming, or attacking.
lightning
clap- a stronger version of lightning strike, you can now call
down lightning down on multiply foes. You must clap three times, and make
a mental test against your targets (in an area of 20 feet in diameter).
The target uses physical traits to dodge, and must bid an additional physical
trait while attempting to do so. Each target that fails their test receives
three health levels of lethal damage. This effect is automatic, and does
not have a duration.
air
bubble- with a static mental test, difficulty of seven, you
can create an air bubble to appear from your hands. You may climb in this
bubble, and float peacefully inside it. You do not have to worry about
breathing in this bubble, since you have the oxygen there for you.. The
effect of air bubble lasts for twenty minutes, and other people can not
climb into your air bubble, it is your own private transportation.
create
gas - with a mental test against a difficulty of nine, you can
create any gas known to man. It fills an area of 20 feet in diameter. You
can create oxygen to help breathing in a stressful situation, or you can
create other gas to suffocate your foes. If you decide to attack foes with
this effect, you must make a mass mental test against their physicals,
success means that those that lost take one lethal damage. The effect lasts
for twenty minutes, and if they stay in the area after its creation, they
take an additionally level of lethal damage for every turn they stay in
the unnatural gas.
mind: telepathy-
you can pierce the shroud of reason in the minds of others, drawing forth
their very thoughts. You can talk into their mind, and hear their thoughts
projected to you. You must make a mental challenge against your subject,
a willing subject may relent. Twins born on Tarar have naturally this spell,
but to a lesser degree, since it only works on their twin. You, on the
other-hand, can talk to the mind of any one who is willing, and even those
who are not. You can stay in the mind on one subject for as long as twenty
minutes, no matter how far they travel away from you. Keeping you in contact
with those you love when they go on dangerous trips.
insight-
by winning a mental test against a difficulty of nine traits, you can gain
a brief insight about what is to happen next. The signs of everyday life
become very clear to you, offering up the course of the future. By receive
an insight into a current situation, you can claim one retest at some point
during the night, based on the visions that you received. This spell is
automatic.
perfection-
you must make a successful social trait against nine traits, then you are
every-ones ideal. This effect does not change peoples attitude about you,
but with it you gain two additional “gorgeous” traits. While this effect
lasts, for twenty minutes, whatever seem to do seems to be the perfect
thing to do for that situation.
horrid
reality- by focusing your efforts on one individual, you can
create terrifying realistic phantasms. These illusions can affect eh senses
and move about in any fashion that you desire, but they affect only one
victim. The absolute realism of these phantasms, they can actually convince
the victim that he has been injured or affected physically. You must expend
a willpower trait and defeat your victim in a social challenge. The creation
of this power remains for twenty
minutes, or until you cancel the effect.
summon-
you can draw others to your location. Your victim need not see you, or
even be seen by you, as long as the subject is known to you, you can summon
him to your side. You must defeat your victim in a social traits, if the
challenge succeed the subject comes to you. The summoning remains in effect
for twenty minutes, or until you cancel the effect. The subject tries to
get to you by whatever means possible, completely unaware of the supernatural
nature of the desire and avoiding situation that would prevent fulfilling
the compulsion. The compulsion lasts until the victim manages to arrive
and make his presence known to you.
healing
touch - with a touch, you can heal the wounds of your friends.
Healing touch heals one aggravated wound per five minutes, lasting a full
twenty minutes. If the subjects resists being healed, you have to make
a successful mental versus mental test.
seven point:
fire: turn
to ash- you can turn others to desiccated heap of ash. They
keep their consciousness, and can not regain their own form without your
help. They stay a pile of ash for twenty minutes, or until you cancel the
effect. You must defeat your victim in an opposed mental test against their
physicals to turn them into ash.
fire blade- you can now enchant melee weapons with the power
of fire, giving them the ability to do an level of aggravated damage to
those they strike. You must win a mental tests against ten traits to use
this effect, and the duration is for thirty minutes.
fire blood- your blood is now a stream of fire that fuels your
very being, it has no effect on you, but those that try to feed off your
blood takes an aggravated damage, from feeding on fire. To activate, you
must make a mental test against nine traits, and this effect lasts for
twenty minutes.
volcanic
eruption- by winning a mental test against a difficulty of nine
traits, you can make an inactive volcano erupt with your rage. Anyone who
is caught in its lava path takes two aggravated levels of damage. This
effect is automatic, but the lava flows for a duration of twenty minutes
or until you cancel the effect. Victims who are caught in the lava flow,
take an additional level of aggravated damage for every turn they are caught
in the lava flow after its creation.
dragon
rage- by winning a mental test against a difficulty of nine,
you feed on your fuel of fire to transform yourself into one of the Fire
Dragons, gaining an additional six physical traits, and the ability to
use Fire-Breath as a dragon fire weapon. This duration lasts for twenty
minutes, or until you cancel the effect.
sun
walk- by expending a physical trait, you can walk on the very
surface of the sun itself, no fire can do damage to you anymore, for your
whole body is resilient to fire damage. For twenty minutes, you take no
wound penalties from fire spells. Please note, that you will take double
damage from water spells, since water magic can put out your flames.
explosion-
you can create a mass explosion to hit an area of thirty feet in diameter,
knocking everyone in the area off their feet, and dealing three aggravated
damage to all. To effect your targets, you must make a mass challenge,
pitting your mental against your physicals. This is an automatic spell,
and has no duration.
water:
hurricane- by winning a mental test against a difficulty
of nine traits, you bring a live a mass hurricane of destruction in a 20
foot diameter area. To harm people, challenge them in a mass challenge,
pitting your mental against their physicals. Those that lose, take three
bashing damage from being tossed about. This effects lasts for twenty minutes
or until canceled. Those that are caught in the effect take an additional
bashing damage for every turn they are caught in
the hurricane.
northern
freeze- you can bring an eerie cold to an area. Spend a mental
trait, and an area of 20 feet in diameter drops to below zero for twenty
minutes. This does no damage to anyone in the area, but they suffer the
side effects in being below zero weather.
ice blood- your blood is now ice itself, that fuels your
very being, it has no effect on you, but those that try to feed off your
blood takes an aggravated damage, freezing themselves. To activate, you
must make a mental test against nine traits, and this effect lasts for
twenty minutes.
flood-
you can flood an area with water. You must make a mass challenge against
everyone in the area you want to effect, up to an area of twenty feet in
diameter. Those that loss, fall to their feet, as a flood of water fills
the room, they take one lethal damage from this. But they can drown, for
this spell lasts for twenty minutes, and if they are stuck in the flooded
area, they take an additional lethal damage for every turn they are under
the water.
avalanche-
you can make mountains shed their snow, avalanching down on an area. You
can destroy entire villages with this effect. This spell is automatic,
is falls down from the mountain tops. Anyone who is caught in the area
takes two lethal damage, and must dig their way out.
ice breathe- a powerful breath spell of ice dragons, you now
have the power to use it yourself. You must take a deep breath in before
you can use this spell. You then emit an automatic breath of ice, it is
a cone of 20 feet, with a radius of 10 feet. All those caught in the cone
take one aggravated damage, and are knocked off their feet. This spell
need to recharge, and you have to take ten minutes before you can use this
spell again.
ice shield- with a mental test against nine traits, a shield
of ice surrounds you, protecting you with an additional three healthy box.
Those hitting through the ice shield, suffer an aggravated damage from
freezing their hand. You suffer no damage from your own ice shield, and
it lasts for twenty minutes or until you cancel the effect.
earth: iron
mind- the earth spell of iron will. You mind becomes
set, and you will is not broken easily. Spend a mental trait, and if you
are affected with any lower mind spells, you may expend a willpower trait
to retest the effect. If you win, the spell is negated, and you receive
a five minute immunity to further mind spells. This does not work against
social manipulations.
earthquake-
you can cause a mass earthquake to shake an area of twenty feet in diameter.
People caught in this area must make a physical test against your mental
traits to stay on their feet. This effect does not damage, but can keep
people off their feet for a duration of twenty minutes or until you cancel
the effect.
sands
of time- you have the power to control time itself. You can
slow it down, or speed it up. To slow down another time, make a static
physical challenge with a difficulty equal to the target’s willpower. Those
that are affected by this must bid twice the usual traits in an challenge
involving speed of motion or thought. You can speed up yourself, but not
others, to do this you must succeed in a static physical challenge against
nine traits. A success means that he gains a
preemptive action, and two additional follow-up actions. You have to
rest for at least five minutes before you can use this effect again, either
way.
statue
touch- with a touch, you can turn a person to a stone statue.
You must win a physical challenge against their physicals. A success means
that they are transformed into a statue for twenty minutes or until you
cancel the effect. The victim does gain three additional tough related
traits for protection in this state.
medusa
stare- with a mere stare, you can turn a person to a stone statue.
Much like statue touch, but you must only look at the victim. To succeed,
you must win a mental challenge against their physical traits. This effect
last for twenty minutes or until you cancel the effect. The victim does
gain three additional tough related traits for protection in this state.
coffin dig- you can command the very earth to bury multiple
foes. You must make a mass mental test, against all the physicals of your
victims in a twenty foot area, to form your prison around your subjects.
You must have line of sight of your victims. The prison remains in existence
for twenty minutes, or until you cancel the spell. If you desire, you may
crush your trapped subjects, again using the prison’s physical traits against
the subject physical traits. Each successful challenge results in one health
level of lethal damage to the subject to the subjects. You have the choice
to crush your foes with this effect.
diamond
shield- with a mental test against nine traits, a shield of
diamonds surrounds you, protecting you with an additional three healthy
box. Those hitting through the diamond shield, suffer an aggravated damage
from breaking their hand. You suffer no damage from your own diamond shield,
and it lasts for twenty minutes or until you snuff it out.
air: call
lightning- with this effect, lightning commands attention to
you as you enter a room. By expending a mental trait, lightning roars as
you enter an area. This effect is automatic, but calls attention to you.
gust of the north- you can bring an eerie cold to an area. Spend
a mental trait, and an area of 20 feet in diameter drops to below zero
for twenty minutes. This does no damage to anyone in the area, but they
suffer the side effects in being below zero weather.
tornado-
by winning a mental test against a difficulty of nine traits, you bring
a live a mass tornado of destruction in a 20 foot diameter area. To harm
people, challenge them in a mass challenge, pitting your mental against
their physicals. Those that lose, take three bashing damage from being
tossed about. This effects lasts for twenty minutes or until canceled.
Those that are caught in the effect take an additional bashing damage for
every turn they are caught in the tornado.
teleport-
you can now teleport to anywhere that is known to you, by simply expending
a mental trait, you teleport automatically. You are unable to teleport
others. If in combat, you teleport at the start of the next turn.
hot
air- you can bring hot air to an area. Spend a mental trait,
and an area of 20 feet in diameter raises to above thirty for twenty minutes.
This does no damage to anyone in the area, but they suffer the side effects
in being in hot weather.
flying
attack- you are able to make a dangerous flying attack. By expending
a physical trait, you sprout wings. To attack a foe, win a physical test
against their physicals. With a win, several sharp feathers fly from your
wings, and attack your foe. They take three aggravated damage from this
attack. This effect is automatic, and has no duration.
cloud
weapon- you can make weapons from the very clouds. By winning
a mental test against nine traits, and by doing so, any weapon you wish
to fashion comes alive from the very clouds. The weapon stays in existence
for twenty minutes, or until you cancel the effect. The have normal weapon
traits. You are unable to make weapons that do not naturally exist on Tarar.
mind: majesty-
by expending a willpower trait, you exert a majesty that makes heads bow,
hearts break, and spines quiver for thirty minutes. You represent this
power with a special ribbon or card. Nobody is able to insult you or attack
you as long as they are in line of sight as long as you have this power
activated. They may try to break free of this power by winning a social
test against you, and expending a willpower. Failure to win, means that
they can not challenge your majesty for the remainder that it is active.
manipulate-
you can now control others, like a puppeteer controls his puppet. To do
so, you must make a successful mental test against their physicals. You
are only in control of their body, and their mind remains in complete awareness
of what is going on. This effect lasts for thirty minutes, or until you
cancel the effect.
psychic
projection- no longer confined to the physical plane, you project
your sense and awareness outside of your own body. While your senses are
projected, your body lies in a comatose state. You are completely invisible
and intangible, unable to affect anything physically, or with other spells.
Sending out your senses in this fashion requires an expenditure of a willpower
trait, and you remain out of your body for thirty minutes or until you
cancel the effect.
possession-
with but a touch, you can move your consciousness into another body, taking
complete control of the shell and suppressing the victims mind. While using
this spell, your own body lies comatose. You have to touch a subject, possibly
requiring a physical challenge, then you must expend a willpower trait
and make a mental challenge to take control over the victims mind. If you
win, you take control of your victim, and your own body collapses. Be careful
though, if you new body dies before your mind can go back to its own body,
you will go into a coma, and you can return to your own body at any time
you desire. You can use this spell on another body for thirty minutes,
or until you cancel the effect.
soul
steal- you can now take the soul of another living being. By
expending a permanent willpower, and defeating them in a mental test, you
take their soul from their body. Their body collapses into a comatose state
as long as you remain a hold of their soul. You can not hold their soul
for more than thirty minutes, but you can torture their soul, and bring
great pain to their very existence. A soul looks like a little ball of
gentle blue light that follows you around as long as you have it in your
possession.
shadow
body- your form collapses into a shadowy outline, a pseudo-liquid
humanoid shape of utter blackness. While in this form you can slither about
through tiny holes and cracks, and may see through any normal darkness.
You must expend three physical traits, to make the transformation, and
stay in this form for thirty minutes or until you cancel the effect. You
can not be harmed in physical attacks, although you still take damage from
magic, especially fire magic. You can not affect your surroundings, and
can only use mental activated spells.
mass slumber- you can make a number of people fall into a magical
sleep. You must make a mass challenge, pitting your mental traits against
theirs. Those that fail fall asleep, and stay asleep for thirty minutes
or until you cancel the effect.
eight point: *usually limited to God
or those with Mentorx5*
fire: crimson
sentinel- you create a fiery crimson sentinel to protect you
and do your bidding. This is not a very intelligent sentinel, and can not
do too much for you. It can follow your simple commands. The sentinel lasts
for thirty minutes, or until you send it away. The sentinel has only three
mental traits, only three social traits, but has an amazing twelve physical
traits to protect you with.
water: mist
sentinel- you create a gentle mist sentinel to protect you and
do your bidding. This is not a very intelligent sentinel, and can
not do too much for you. It can follow your simple commands. The sentinel
lasts for thirty minutes, or until you send it away. The sentinel has only
three mental traits, only three social traits, but has an amazing twelve
physical traits to protect you with.
earth: gem
sentinel- you create a strong gem sentinel to protect you and
do your bidding. This is not a very intelligent sentinel, and can not do
too much for you. It can follow your simple commands. The sentinel lasts
for thirty minutes, or until you send it away. The sentinel has only three
mental traits, only three social traits, but has an amazing twelve physical
traits to protect you with.
air: fog sentinel-
you create a agile fog sentinel to protect you and do your bidding. This
is not a very intelligent sentinel, and can not do too much for you.
It can follow your simple commands. The sentinel lasts for thirty minutes,
or until you send it away. The sentinel has only three mental traits, only
three social traits, but has an amazing twelve physical traits to protect
you with.
mind: faerie
wards- you can now ward a room, to disallow people to enter,
or exit. You can ward a fifty foot diameter area, which lasts for
an entire evening. You do not have to do any sort of test, just expend
a willpower trait, and trace runes over the barrier of the ward. If you
ward an area for people to not be able to exit, they may enter it with
ease, but find it impossible to leave.
Other Spells:
Healer Spells:
level one: heal
self- you can heal yourself of one aggravate wound per five
minutes, lasting a duration of a full ten minutes. You have to expend a
mental trait to do so in combat.
level two: heal
other- you can now heal others of one aggravated wounds per
five minutes, lasting a duration of a full ten minutes. If the subject
resists being healed, you have to make a successful mental versus mental
test.
health
shield- by expending on of your physicals, you create a health
shield around your body. This shield gives you two additional healthy boxes,
and lasts for ten minutes.
level three:
healing flame- you can create a healing flame, if the subject
is willing the healing flame heals one aggravated wound per five minutes,
lasting a full twenty minutes. If the subjects resists being healed, you
have to make a successful mental versus mental test.
healing rains- you can create a healing rain, if the subject
is willing the healing the rain heals one aggravated wound per five minutes,
lasting a full twenty minutes. If the subjects resists being healed, you
have to make a successful mental versus mental test.
healing
sands- you can create a healing sandstorm, if the subject is
willing the healing sandstorm heals one aggravated wound per five minutes,
lasting a full twenty minutes. If the subjects resists being healed, you
have to make a successful mental versus mental test.
healing
winds- you can create a healing wind, if the subject is willing
the healing wind heals one aggravated wound per five minutes, lasting a
full twenty minutes. If the subjects resists being healed, you have to
make a successful mental versus mental test.
level four: heal
group- you can now heal a large group of people, everyone in
a twenty foot diameter area. If anyone resists, you must make a mass challenge
against the resisters, pitting your mental against mental traits. This
duration last for twenty minutes, and you heal one level of each of their
aggravated damage levels, one for every five minutes.
Changeling Spells:
level one: eyes
of the beast- you can make your eyes able to see in absolute
darkness. An eerie red glow emanates from your eyes, and you can see perfectly
well in pitch blackness. You need only declare your intent to use this
spell, and at the end of the turn, the change is complete. You suffer no
penalties at all for natural darkness while using this spell, but you are
required to take the “bestial” negative trait while using the spell.
level two: feral
claws- you can make powerful claws capable of rending flesh.
You can grow these claws at will with simple effort, they spout mystically
from your otherwise normal hands and retract when you desire. You can cause
feral claws to extend from your hand at the end of the turn. These claws
have the bonus trait “sharp”, and inflict aggravated damage.
level three:
shape of the beast- you have the power to change into animal
forms. This takes full three turns, and you remain in beast form until
the next dawn, or until you decide to change back. Clothing and small personal
possessions change with you. A predator form grants you the bonus mental
trait “alert” and “attentive”. A flight form grants you flight capability
and the benefits of acute hearing, although flying forms have a maximum
of three physical traits. You can not take the form of dragons or unicorns,
since these are special creatures.
level four: elemental
shape- you can now take on the form of any elemental
. You use this power by expending a physical trait, and declaring which
element to become. Fire, earth, air or water are your to choose. This power
last for the whole night, or until you cancel the effect.
Specialization
Fire: Fiery- you gain the
additional physical dexterity trait “Fiery”
Hot-Headed- you are required to take the negative mental trait
“Violent”
Air: Graceful Breeze- you
gain the additional physical dexterity trait “Graceful”
Wild as the Wind- you are required to take the negative mental
trait “Shortsighted”
Water: Sudden Showers- you
gain the additional physical dexterity trait “Quick”
Water
takes its Time- you are require to take the negative mental
trait “Witless”
Earth: Stalwart Stone- you
gain the additional physical strength trait “Stalwart”
Earth
stays the Same- you are required to take the negative mental
trait “Predictable”
Mind: Disciplined as the Mind-
you gain the additional mental trait “Disciplined”
Rational as the Mind- you are require to take the negative social
trait “Callous”
Note: the extra trait you gain with your specialization
does not count against your capacity, and the negative trait you take is
not able to be bought off with experience. You only lose the extra trait,
or the negative trait, when you stop be a specialist.
Additional Note: you can not specialize Healing Spells,
or Changeling Spells.