The Path of the Elements/h1>
CLEANSE MIND [FIRE/AIR]
✥ RANK 1
✥ RANGE: Arm’s Length
✥ DURATION: Immediate
You can focus the forces of nature to enlighten
darkened minds. You immediately heal a number of
Wits or Empathy points equal to the Power Level of your spell. You cannot heal yourself.
HEALING HANDS [WOOD/WATER]
✥ RANK 1
✥ RANGE: Arm’s Length
✥ DURATION: Immediate
You can heal damage to Strength or Agility by
laying your hands on the wounded. You immediately heal a number of points equal to the
Power Level. This spell does not affect critical
injuries. You cannot heal yourself.
NATURE’S CURE [WOOD/WATER]
✥ RANK 1
✥ RANGE: Arm’s Length
✥ DURATION: Immediate
You heal a sickness or cure the effects of poison
in yourself or someone else. The Power Level
of your spell must be equal to or higher than
the Virulence or Potency rating divided by 3. Round down.
LIGHTBRINGER [FIRE]
✥ RANK 1
✥ RANGE: Near
✥ DURATION: One turn per Power Level
You summon a bright light that dispels all
shadows within NEAR range, i.e., in the same
Zone as you.
FIREWALKER [FIRE]
✥ RANK 1
✥ RANGE: Personal
✥ DURATION: Quarter Day
You can make yourself completely immune to
heat and cold (see page 111). You take no damage from fire.
WORDS ON THE WIND [AIR]
✥ RANK 1
✥ RANGE: Distant
✥ DURATION: One turn per Power Level
You can enhance your hearing magically and
hear specific sounds up to DISTANT range as
clearly as if you stood right where they emanate from. You must see the place to which you
direct your hearing.
BANISH EARTH [WOOD]
✥ RANK 2
✥ RANGE: Near
✥ DURATION: Immediate
You know the art of driving
Earth’s elemental creatures back to where they belong. This spell inflicts damage to Strength
equal to the Power Level on a creature of Earth.
This includes creatures that do not suffer
damage from physical weapons. The spell has
no effect on Earth-tainted animals and men, only on
true creatures of Earth itself.
MEND WOUNDS [WOOD]
✥ RANK 2
✥ RANGE: Arm’s Length
✥ DURATION: Immediate
You can use magic to heal broken bones and
bleeding wounds. This spell immediately heals
a critical injury. A lethal injury requires Power
Level 2. Lost limbs cannot be regrown, however.
FARSIGHT [AIR]
✥ RANK 2
✥ RANGE: Varies
✥ DURATION: One turn (15 minutes)
You can let your inner eye wander across vast
distances, over oceans and land, mountains, and
valleys, and see what is happening there right
now. FARSIGHT does not help you find a place –
you must know where it is located to be able to
see it. Power Level 1 lets you view a place at LONG
range. Power Level 2 reaches across the same map
hex where you are. Further away requires Power
Level 3. Viewing a location that you haven’t been
to before increases the required Power Level by 2.
Your visions are often fragmented and cryptic –
the GM decides exactly what you can see.
RESURRECTION [WOOD]
✥ RANK 3
✥ RANGE: Arm’s Length
✥ DURATION: Immediate
You can channel nature’s forces to resurrect a
dead person – not as undead, but truly alive. The
more time that has passed since the target died,
the more difficult it is. Within the same Quarter
Day requires Power Level 1, within a full day requires Power Level 2, and within a week requires
Power Level 3. If over a week has passed, the body
is too decomposed to be RESURRECTED. A person
brought back to life loses one point of Empathy
permanently, as having seen the world beyond
the veil will change their outlook on life forever.
SERENITY [WATER]
✥ RANK 3
✥ RANGE: Near
✥ DURATION: Immediate
You spread harmony and serenity around
you with this spell, which helps you in social conflicts. The victim of the spell will do
what you want, without a roll to MANIPULATE
them and without you having to give them
something in return. All other restrictions
for social conflicts apply – for example, the
victim will not act directly against his own
interests. The spell can only be used against
living humanoids.
WEATHERMASTER [AIR]
✥ RANK 3
✥ RANGE: Distant
✥ DURATION: Quarter Day
✥ INGREDIENT: Feather
You are so in tune with the forces of nature
that you can summon a drastic weather shift
in the map hexagon where you are. A smaller
shift, from cloudy to rain or from dead calm
to a light breeze, requires Power Level 1. Unusual weather phenomena that still stay with-
in what is apt for the season – a snowstorm in
winter, blazing heat in the summer, or hard
winds and lashing rains in the fall – require
Power Level 2. To summon completely un-
natural weather, such as a snowstorm in the
summer or a heatwave in the middle of winter, requires Power Level 3.
|