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How Magic Works:
one point:
     fire: spark- with a simple test, you can produce a small, harmless spark by snapping you fingers. Useful to light             bonfires, torches, or to illuminate a good point. This effect lasts for ten minutes.
     water: rain cloud- with a simple test, you produce a small, harmless rain cloud. Useful to put out fires, water a garden, or rain on a friend as a prank. Does no more than rain, this effect lasts for ten minutes.
     air: feather fall- with a simple test, you can affect a creature or object to fall slowly, allowing the creature to take no damage from a fall. The character can cast this automatically, and only works upon free-falling objects. This effect lasts until landing, or ten minutes..
     earth: eyes of gem- with a simple test, you can change your eye color into natural gems. This includes: diamonds, emeralds, jade, gold, silver, crystal or any others. This only changes the colors of your eyes, and does not actually turn your eyes into these gems, thus not affecting were-creatures. This effect lasts for ten minutes.
     mind: mask of 1000 faces- with a simple test, you twist perceptions around you, you cause others to see you not as you really are, but as someone different from your actual physical appearance. Generally, this power cause people to ignore your features, making you unassuming and average. This effects lasts until you drop it, or for ten minutes.

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.
     mindpassions- 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

When Mages decide to specialize their magic, they gain some benefits and disadvantages. You are considered to be specialized in one field when that Element is at least four levels above any other element spell you possess. The first advantage to specializing in any element is that you gain the ability to buy the magic ability, specializing in your field. You also gain a free retest, once per session, when it comes to practicing any of your spells in that field. Depending on which element you specialize in, you also gain an additional advantage, and are required to take one disadvantage.

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.