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Elementalist Spells
1st Circle Dome of Air Threads: 3 (or 4 - See below) Weaving Difficulty: 5/12 Range: Touch Effect: -1 step to attack and damage tests vs. ranged attacks Casting Difficulty: 3 Duration: Rank hours (12 hours) The elementalist shields the end of his foot with his hand in an dome shape and sprinkles some water from above, watching it run off his hand. A dome composed of a thicker layer of air forms in a sphere around the caster with a 10 yard radius. The dome shimmers slightly, is the thickness of the elementalists thumb, is fixed in place at the time of casting, and mutes sound slightly. The dome will protect the enclosed area from heavy rain or snow, but not from a large rush of liquid that a waterfall or large cauldron of oil poured from above might produce. The dome is permeable to air and gives a slight resistance to physical objects passing through. The shimmering gives ranged attacks passing through the dome a one step penalty, and the resistance off passing through gives -1 step for damage tests for missle or ranged attacks through the dome. Any perception test attempted through the dome also suffers a -1 step penalty due to the shimmering and muted sound. Duration is rank hours. A forth thread may be woven to increase the duration of the spell to 12 hours. Domes can be overlapped to create larger shielded areas for carvans or large parties. "Sonny, once I teach you this spell you'll be every windling's best friend in a rainstorm. They hate getting wet as much as my wife's cat." - Regnor, human elementalist Thunderclap Threads: 1 Weaving Difficulty: 5/12 Range: 10 yard diamater Effect: Step 3 damage Casting Difficulty: 5 Duration: Instant The elementalist slices through the air with his hand and then slams his hands over his ears. A very loud thunderclap is created as the rushes back throught the slice the elementalist made in the air. This loud noice does step 3 damage (one roll for everything) to everything in a 5 yard radius including the elementalist although the hands over the ears count as 3 armor. No regular armor counts although ear protection offsets this damage. Affected characters make a toughness check against a target number of 5 or suffer from a decrease in hearing ablility for an hour. (-2 steps to hearing related perception tests and characters have to speak up to be heard by those who fail the test.) This spell is used (with proper ear protection) for signalling mostly in the jungle parts of the Servos. Against unintelligent beasts or savages a check might be made versus their social defense to see if this frightens them. Water Rope Theads : 2 Weaving Difficulty: 10/16 Range: Variable Effect: Generates Willforce + 4 yards of air rope Casting Diffculty: 6 Duration: Rank + 15 minutes The elementalist pours a thin stream of water/liquid out of a waterskin and grabs the end of it. The spell creates Willforce + 4 yards of rope out of the water. The rope is composed of braids of water and is and swirling. Treat this as regular rope for the duration, although it is fire resistant. 2nd Circle Frosty Keg Threads: 2 Weaving difficulty: 7/13 Range: 15 yards Effect: Willforce Duration: Spellcasting Rank days Casting Difficulty: 2 or SD of item Frosty Beverage is a popular spell when the weather turns hotter and drier than usual. Casting this spell enables the elementalist to cool willforce kegs of liquid to just above the freezing point of water. Always popular in inns and pubs and sure to make the patrons happy. This spell is centered on the container (keg, wineskin, etc) so liquid removed from the temporarily enchanted container starts to warm at the normal rate and liquid added starts to cool slowly taking a keg about 2 hours to cool to the lowest temperature. Foxfire (St. Elmo's Fire) Threads: 1 Weaving Difficulty: 5/10 Range: Touch Effect: Summons light Duration : Willforce hours Casting Difficulty: 2 or SD of item The elementalist quickly rubs on the item to be cast on with his hand. The item is enveloped in a bright foxfire, a hazy mist of light that is as bright as a torch. This spell can be cast on people as well as objects, but has no effects other than making them glow with a foxfire aura. If the light is oppossed by anything (darkness spell,etc.) the spellcasting test goes against the dispel difficutly of the spell to see if the effect overrides the other spell. The elementalist can choose the color of the foxfire, although the darker the color the less light it gives off. 3rd Circle Lamplighter Threads: 0 Weaving Difficulty: NA/8 Range: 5 yards Effect: Ignites flammable objects Casting Difficulty : 4 Effect: Willforce targets The elementalist snaps his fingers loudly concentrating on the friction initially generated. Up to willforce easily flammable objects (torches and candles) targeted can be ignited and then burn normally. Flammable objects that might have difficulty burning such as damp wood would require all the heat energy directed at them and then the willforce role is directed against the difficulty number generated by the game-master. This spell cannot be used on animate objects or anything in contact with them that they don't want set aflame. If igniting something (ex. torch) held by a person he must want the item to light (lowering the spell defense for himself and the item), otherwise the spell fails. "He stepped into the room, snapped his fingers, and every candle lit up... they were everywhere in the room so the dark room was suddenly lit up by warm candlelight - it was so romantic." - Terina Elbeth, archer adept, telling of her date with the elven elementalist Loroth. "Don't blame it on me when you botch a spell buckko, I REALLY wanted the torch to light." - Krag, Orc Warrior, in response to the elementalist's Vrenn's explanation on why he couldn't light the torch when the lightstone broke. Hand of Air Threads: 2 Weaving Difficulty: 8/14 Range: 20 yards Effect: Creates a Hand of Air Casting Difficulty : 6 Duration: Spellcasting rank rounds Casting this spell a shimmering hand of air materializes. The caster must see the hand and fully concentrate on the hand of air taking no damage or other actions while maintaining this spell. The caster must mimic the actions of the hand with his hand. The hand of air is fixed in place at the time of its casting and only has a range of motion equal to the caster's hand. It can only move as the caster's hand moves, so in order for the hand of air to move forward past arm's reach the caster must move walk forward. The hand of air has a strength step equal to the casters willpower rank - 2. The caster can perform actions (using only one skill or talent) with the hand just like it was his normal hand, albeit one not attached to his body. He can grab a sword and attack, open doors, move things, etc. Roll Willforce for the death rating of the hand if neccessary. It has the caster's PD but a 4 SpellD and no armor. 4th Circle Room Temperature Threads: 2 Weaving Difficulty: 10/16 Range: Touch Area of Effect: 10 yard diameter Effect: Maintains current temperature (See below) Casting Difficulty : 2 Duration: Spellcasting rank weeks The elementalist stands in the center of the room to be affected and casts this spell. Whatever the current temperature of the room, this spell will maintain that for the duration of the spell. So in warmer months this spell is usually cast in the cool of the night, and in colder months during the hottest part of the day. This spell can only keep up with a temperature difference of willforce + 5 degrees Farenheit, so differences larger than that make the temperature in the room heat or cool slightly. This spell effect doesn't go through walls, so this spell has to be cast for each room that wants to be effected, usually only being cast in large common rooms or hot kitchens. Private rooms with this spell cast are sometimes found in the better quality inns for a corresponding price. 5th Circle 6th Circle Air Source Threads: 2 Weaving Difficulty: 12/20 Range: Touch Effect: Provides breathable air for Willforce + 5 people Casting Diffculty: 8 Duration: Spellcasting rank hours A crude version of this spell was first developed by miners, but during the preparations for the Scourge was much improved upon for use in the poorer kaers. The elementalists makes a rope hoop one meter in diamater and holds it open with his hands. During the spellcasting the elementalist opens a tiny tap into the plane of air. Fresh air from the tap blows from one side of the rope hoop and stale air is sucked into the other side, keeping it open. This will provide breathable air for up to willforce + 5 people for the duration of the spell. The elementalist can spend one point of blood magic to increase the duration to a year and day, or can spend five points of permanent blood magic to make the effect permanent. When casting the permanent versions a hoop of strong metal enchanted with True Air is usually used to increase the effect. Small kaers would need two of these hoops to provide enough air for the inhabitants to last through the Scourge. Back