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.