By Justin Love (jlove@csc.cornell-iowa.edu)
The chaotic flames of passion despise the mundane, constantly reaching for greater heights; quick to burn all those who dare draw near. It has the power to call forth the forces of chaos itself, to uncertain ends.
Rank | Heat Size | Damage |
0 | -- | 0 wounds (untouched) |
1 | 3 | 1 wound (part of body) |
2 | 5 | 2 wounds (half of body) |
3 | 7 | 3 wounds (whole body) |
4 | 9 | 3 wounds (whole body) |
5 | 10 | 3 wounds (whole body) |
Enchant: Person(s)
Description: The subject is filled with feelings of intense passion. You may attempt to direct the form this takes, be it love, inspiration, or hate, but be wary of the chaotic flames (storyteller discretion). You may target more than one person in a given action, up to one per dot in Ignis Aspect Emotion.
System: The subject must make a willpower roll, attempting to score more successes than your rank in Ignis Aspect Passion (or spend a point of willpower to cancel Passion) to avoid acting on this desire.
Ability: Expression (6)
Enchant: Area
Description: Allows you to release the inhibitions of all persons in some good natured atomosphere, most often a party.
System: Make a charisma + expression roll, diff. 6. Anyone who wishes to resist his or her true desires must score at least as many success as you on a willpower roll, diff. 7.
Description: Any Aqua power which targets you is automatically resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Aqua spell.
System: Each success on a roll of one die per dot you possess in Ignis Aspect Counter reduces the casters success by one, or stops the power altogether if it required no roll. The source of this counter-magic will be obvious.
Enchant: Self
Description: Increases the quality of your voice and your ability to hold lively, stimulating conversation or make moving speeches.
System: Until the end of the scene, your charisma is increased by a number of dice equal to your rank in Ignis Aspect Enhance. May not be used while in effect.
Enchant: Self
Description: You may create a torch-sized flame on any one part of your body. It requires no concentration to maintain, though a second may not be started while one is in effect, and may be dispatched with a thought.
System: Your receive no damage from the flame, but anyone touched by it must succeed in a soak roll diff. 6 or take one wound of damage. If you enflame your hands or other body parts for a brawl attack, this adds one auto-success to your related damage roll.
Ability: Leadership (6)
Description: You may command any existing fire to do your bidding, swirling around in patterns, growing (fuel allowing), or shrinking. Once you have an established source of flame, you may throw bellows of it as an attack at nearby targets. System: If you command the flame as an attack, roll charisma + leadership to hit (it may be dodged,) with the number of net success being the rank of the size on the flame chart. If the hit is successful, make a charisma roll to increase the rank of the heat from a starting value of one on the flame chart.
Ability: Melee (6)
Description: Taking a deep breath, you may bellow flames at nearby opponents (within normal melee range.)
System: Make a charisma + melee roll to increase the rank of the size of your fireball from zero, with your victim making a dodge roll to reduce your successes. If the hit is successful, make a charisma roll to determine the heat of the flame.
Enchant: Self
Description: Your body bursts into a raging but concentrated inferno, burning anything, except you, unfortunate enough to come in contact. This functions exactly as if you had been able to cast Torch on your entire body.
System: All brawl attacks do one auto-success of damage, and anyone contacting you must make soak roll, diff. 6 or take one level of damage (more if larger areas of their bodies contacted yours.)
Ability: Firearms (4)
Description: A concentrated ball of flames erupts from your hand, heading in the direction commanded, probably towards your foes. It goes forward until stopped or it reaches semi-distant range, rolling over anyone or thing that happens to be in the way.
System: By itself the blast starts at rank one both heat and size (see the flame chart, above). Each success on a firearms roll, diff. 4 moves your choice of heat or size up one category. Heat is the difficulty to soak a number of wounds equal to size. Successes on dodge rolls reduce the effective size by one category for that person, thus, though you may not go beyond three wounds on size, you may put in 'extras' as hit insurance.
Ability: Intimidation (6)
Description: A thin crevise opens up in the earth, and burning flames come burning up from the depths, searing all those whom dare to pass.
System: Make a charisma + intimidation roll to determine how long the flames pour forth. Anyone attempting to pass through must attempt to soak three wounds of damage at difficluty seven. (rank 3 heat and size.)
Successes | Duration |
1 | 1 round |
2 | 3 rounds |
3 | one minute |
4 | three minutes |
5 | ten minutes |
Ability: Athletics (6)
Description: You may make the very skies rain fire for one round, setting ablaze any flammable thing they hit, and likely injuring anyone caught in the rain.
System: Make a charisma + athletics roll to determine the rank of the heat. Any person caught in the rain (about a 25' radius), including yourself, who fails a dodge roll, diff. 8, must soak one wound at a difficulty determined by your success.
Ability: Crafts (6)
Description: A crack opens up at any ground location you desire it to and can see, and spews forth a pillar of molten rock for one turn.
System: If centered on a person, he must make a dodge roll against size rank five. Make a charisma + crafts roll to determine the rank of the heat. Even though it targets a location, if it is cast to hit a person, his Aqua Aspect Counter may resist it.
Ability: Performance (6)
Description: A large area around and including the caster erupts in flames, burning all those inside of its area of effect.
System: (For the following heat and size values, see the flame chart, above.) The size of the Inferno is rank 5 for 5 yard radius of caster, 4 for 10 yard radius, 3 for 15 yard radius, 2 for 20 yard radius, 1 for 25 yard radius. The heat rank is the caster's success on a charisma + performance roll. The caster may maintain a started Inferno by spending only 4k per turn.
Ability: Empathy (8)
Enchant: Self
Description: You may become the flame itself, joining with the fire and losing your normal physical form for a while. This fire is inherently magical, and requires no fuel to burn, though it will of course ignite any flammable object that happens to get near it. While in this form, you are effectively immune to physical attacks, fire damage, and gravity, though a good douse of water can quickly end your enchantment.
System: Stepping into a fire, make a charisma + empathy roll. If the roll is successful, your receive no damage from the fire and enter your new state. If it fails, you receive normal damage from the fire and must attempt again. If anyone touches you in fire form, or if you make a successful charisma+brawl roll, opposed by a dodge, if any, to contact them, they are burned. If they contacted you, use an appropriate rank (on the flame chart) for size. If you contacted them, the size is your net success to hit. In either case, roll your charisma to increase the rank of the heat.
Description: The most basic and truly chaotic of the powers, calls chaos to do something -- but you won't have the foggiest what it is ahead of time, except that it will be some magical effect.
System: Choose a target, which will be the benificiary (?) of whatever happens, roll three dice, and refer to the charts below.
First die: School
Second die: Aspect
Third die: Rank
Ability: Enigmas (6) (vs. willpower (6)
Enchant: Person
Description: Confusion fills the target's world with leaping, swirling lights, strange, random noises, and stranger smells.
System: Make a charisma + Enigmas roll to determine how confusing it is. For the remainder of the scene the target will be too confused by the chaos to do any useful thing unless he succeeds in a willpower roll, scoring at least as many success as you, at the begining of each turn. If he succeeds in this roll three consecutive times, the enchantment ends.
Enchant: Person
Description: This power attempts to affect the targeted person with one of the other emotion powers.
System: Roll a single die to determine which power. If the resulting emotions are for a specific person/thing, determine this randomly.
Aspect Emotion:
Enchant: Self
Description: Alteration can change your body for short periods of time.
System: Choose an attribute and roll one die. Attributes will not be lowered below 0 by this power, however reduction of physical attribute to zero will leave you effectively paralyzed until you can re-activate this power or use another method to correct the situation.
Effect of die on the attribute:
Description: Change will alter your current state of body, ie, your health levels. Use of this power may reduce you to incapacitated, but not to death.
System: Roll one die and refer to the chart below. effect of die on your current health levels ('+' is healed, '-' is further harm)
Description: Target spell is cast drawing on the magic of Chaos, which causes several unpredictable effects.
System: First, the character casting a chaotic spell should roll two dice, a chaos die and a surge die. The number rolled on the chaos die should be cross-referenced with your rank in Ignis Aspect chaos on the chart below, and a modifier for the die pool (if any) for the spell is determined by such (this will not lower a die pool below one.) If the surge die rolls the same number as the chaos die, a chaos Surge is cast instead of the intended spell, affecting the former target (the caster if the spell had no target.)
Die Roll
Die Roll | ||||||||||||
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 | ||
1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | +1 | ||
2 | -1 | -1 | 0 | 0 | 0 | 0 | 0 | 0 | +1 | +1 | ||
3 | -1 | -1 | -1 | 0 | 0 | 0 | 0 | +1 | +1 | +1 | ||
4 | -2 | -1 | -1 | -1 | 0 | 0 | +1 | +1 | +1 | +2 | ||
5 | -2 | -2 | -1 | -1 | 0 | 0 | +1 | +1 | +2 | +2 | ||
6 | -2 | -2 | -1 | -1 | -1 | +1 | +1 | +1 | +2 | +2 | ||
7 | -3 | -2 | -2 | -1 | -1 | +1 | +1 | +2 | +2 | +3 | ||
8 | -3 | -3 | -2 | -1 | -1 | +1 | +1 | +2 | +3 | +3 | ||
9 | -4 | -3 | -2 | -1 | -1 | +1 | +1 | +2 | +3 | +4 | ||
10 | -5 | -4 | -3 | -2 | -1 | +1 | +2 | +3 | +4 | +5 |
Die roll | Effect |
1: | An Ashes to Ashes (Corruptio Aspect Corrupt) is cast against the character with die pool of three. |
2: | A Dust to Dust (Dissilutio Aspect Destroy) is cast against everything on the character's person, with a die pool of three and Arcane Destruction (Dissilutio Aspect Destroy) in effect. |
3: | An Erupt is cast on the place the character is standing on, with a die pool of five. |
4: | A Chaos Transport is cast against the chracter. |
5: | Until the end of the scene, any spell the character casts or that is cast against the character automatically has a Counter-Magic (Aqua Aspect mind) cast against it, with die pool of five. |
6: | A Flight (Caelum Aspect Elemental) is cast against the character with a die pool of five. |
7: | A Skin of Stone (Terra Aspect Survival) is cast against the character, with a die pool of five. |
8: | Speed Other (Tempus Aspect Warp) is cast against the character, granting three extra actions. |
9: | A field of Sanctuary (Purgatio Aspect Purify) surrounds the character until he wills it gone. |
0: | A Restoration (Procreato Aspect Life) is cast against the character, automatic success. |
The calm and tranquil seas provide mostly protective powers, but their tides may shift quickly, roaring to destruction. Aqua is also the master of the calm, calculating mind, and powers that allow for mind over matter.
Description: The target being is washed over with feelings of peace and tranquility. You may target more than one person in a single action, up to one per dot in Aqua Aspect Emotion.
System: They must make a willpower roll, attempting to score at least as many success as your rank in Aqua Aspect: Emotion (or spend the willpower point to cancel Calm) to engage in aggressive or passionate activities.
Enchant: Self
Description: Sharpens your ability to make others do as you wish them to.
System: You gain a number of manipulations equal to your highest ranked Aqua power for the duration of the scene. May not be used while in effect.
Description: Any Ignis power which targets you is automaticslly resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Ignis spell. The source of this counter-magic will be obvious.
System: Roll a number of dice equal to your rank in Aqua Aspect Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll.
Time: | 12 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
Modifiers: | +1 | +1 | +1 | -1 | -1 | -1 |
Ability: Survival++ (6)
Description: You may remove impurities from water, or even turn other liquids into water in a limited fashion.
System: Begin making an extended manipulation + survival roll with the difficulty based on the substance(s) being removed. The number of success required is the number of gallons to be purified.
Suggested difficulties:
Description: This sets in motion the forces nessary to bring rain clouds to the area you occupy and have them drop thier load on the land. It may take a day or two, but it will rain in the near future. System: No roll is required; once the Karma is spent the power is set in motion.
Enchant: Person
Description: The Target being may breath water as if it were air. The enchantment lasts until air fills the person's lungs again, after they have been filled with water.
System: Activation of the power is automatic and no roll is required, however, a willpower roll is required to take water into one's lungs if inexperienced.
Ability: Crafts (S)
Description: This effect doesn't actually create water, but condenses it from the surrounding air; thus the difficulty is based on the humidity.
System: Generates a number of gallons equal to your successes on a manipulation + crafts roll, wherever the caster wishes within sight. The difficulty of this roll ranges from 3 at the shore to 10 in desert. Each die is automatically successful in rain.
Ability: Leadership (6)
Description: Water flows at your command, even defying gravity as long as a sufficient support column is maintained.
System: You may control a number of gallons equal to the number of successes on a manipulation + leadership roll. You retain control of these gallons as long as you maintain concentration and do not re-attempt this power. If you hurl the water at someone, you may spend a point of Karma to have it do a number of damage equal to your success on a manipulations roll. Make another manipulation + leadership roll to hit. The 1 Karma may be spent at any time after you have control. If you attempt to drown a person, you must consistently score more successes on a manipulation + leadership roll than his dodge. If you can keep his mouth and nose covered for the entire time required for the person to drown, then he dies as a result (see a sourcebook for complete drowning rules.)
Ability: Medicine (5)
Description: The subject is completely submerged in water in this ritual. This power may only be attempted once on a particular set of wounds.
System: The subject regains a number of non-aggravated health levels equal to the number of successes scored on a manipulation + medicine roll, diff. 5. Every success over four may heal an aggravated wound.
Ability: Expression (7)
Description: You may turn any body of water within sight into a large (but no larger than the body of water) swirling vortex of doom. Anything in the area of effect of the vortex may be drawn in and taken under the surface.
System: Make an manipulation + expression roll, diff. 7 to determine the size and strength of the vortex. It remains as long as you maintain concentration. The radius of a vortex is about the length of the largest thing it can drown.
Success | Size and strength |
1 | Small swirl: a person who knows how to swim can escape without much difficulty. |
2 | Small vortex: a swimmer will be be caught but not sucked under. |
3 | Medium vortex: multiple swimmers or small rafts may be ensared by the vortex and brought under. |
4 | Large vortex: small boats may be caputred and sucked under; medium sized ones may become stuck, but not submerged. |
5 | Huge vortex: medium sized ships are drawn in and submerged or capsized; even large ships are held by the swirling doom. |
Ability: Science (6)
Description: You have absolute control over the weight and density of water and can therefore control what floats and sinks in it with great ease. This effects at most a 25' radius.
System: Roll manipulation + science, diff 6. Dramatic alteration of the density requires a greater number of success.
Ability: Performance (S)
Description: A huge tidal wave sweeps up cutting a swath of destruction.
System: A manipulation + performance roll is made, with the number of successes being the damage assigned to everything hit by it, including the caster if he ends up in the way. The wave will hit in three turns. The difficulty of this roll is 5 near large bodies of water, 7-10 elsewhere, depending on humidity.
Ability: Mythlore (8)
Description: This power allows you to join with a body of water; you turn yourself into water itself, free to flow through the seas or form it about in a manner simmilar to Control Water.
System: Make a manipulation + mythlore roll, diff. 8; if you succeed you may enter your new form, returning at will.
Ability: Alertness (4)
Description; Your mind has begun to open, but it still functions primary throught the normal senses. Additionally, you have a limited form of emotion perception which allows you to pick up hostile thoughts around you, thus allowing you a limited form of danger sense. This power is always in effect.
System: You may replace almost any normal perception based roll with a manipulation + alertness roll at diff. 4 by spending one point of positive Karma.
System: No roll is required, the sending is automatic but requires your complete concentration to perform.
Ability: Empathy (S)
Description: You may attempt to read the surface thoughts of another.
System: Make a manipulation + empathy roll, difficulty of the subject's willpower. The number of successes roughly determines the detail of the information which may be obtained.
Ability: Occult (8)
Description: You may attempt to prevent the successful use of any magic, or dispel an enchantment. The source of the Counter-Magic will be obvious.
System: Roll your manipulation + occult, diff. 8, with each success reducing the successes of the caster, or altogether stopping the spell if no roll was required.
Ability: Intimidation (6)
Description: The targeted object may defy gravity as long as the caster retains concentration.
System: The approximate maximum weight of this object is determined by your successes on a manipulation + intimidation roll.
Successes | Weight (lbs) |
1 | 100 |
2 | 300 |
3 | 700 |
4 | 1,500 |
5 | 3,000 |
Ability: Enigmas (S)
Description: Mind Probe allows you to see into the thoughts of another, searching out the information you seek without worrying about whether the person is telling you the truth about what she knows.
System: Make a manipulation + enigmas roll, difficulty of the subject's willpower. At least three success are needed to find all the information you desire; one will give some sketchy related details, and five will allow you to access anything you want, digging up any related details of the sought after information.
Description: Though Mind is the art of opening yourself to all possibilities, it also seeks to weed out the truth from all lies. By spending a point of positive Karma, you may see the world unfiltered by any form of illusion or artifice, especially magical, until the end of the scene. This power will not detect weather a person is lying to you or not, but all sensory input you receive will be as the world really is, unfiltered by any form of illusion or masking. True Seeing also allows you to sense the presense of magic itself. Thus, you may tell what school a particular spell or enchantment is from, and see things that exist only magically.
System: No roll is required to activate or maintain the power. After you spend the one turn and one Karma to activate True Seeing, it remains in affect as long as you wish.
Description: Establish a mental link with another person. As long as you maintain concentration, you may speak or share thoughts with them almost as if your minds were one.
System: No roll is required, but you must know the person you wish to contact.
Ability: Subterfuge (S)
Enchant: Person
Description: Entrance allows you to gain complete domination over the mind of another. The subject will be your willing slave, open to any suggestions you make as to his activities. You must have eye contact with your subject to use this power. Entrance may not force someone to do something that is against his moral code or would cause great harm to himself or a loved one. Minor infringements on the subject's beliefs allow him to make a willpower roll to break the spell, and a order causing direct violation of a major code allows him to break out automatically. Repeated castings may reset the duration, but not add to it.
System: Make a subterfuge roll, difficulty of the subjects willpower. Your successes determine the length of the entrancement.
Duration | Duration |
1 | one minute |
2 | one hour |
3 | one day |
4 | one week |
5 | one month |
Description: By mentally asking a question, you may receive the answer so long as any person, or collection of persons, knows the information you seek. Omniscience may only request facts; things such as intentions, emotions and current trains of thought are too abstract for the power. You are also limited by your capacity to comprehend the information received. Asking a question with an involved answer, ie, 'how do I construct a nuclear device', will leave you so flooded with information that you will forget the vast majority of it. In fact, if you ask such a question and receive a voluminous amount of information, the overload may cause a derangement (probabaly either a fixation or phobia with the subject of the question). Such information may be received by asking a series of more specific questions, and recording them, ie 'How many parts do I need to build a nuclear device';'what is one of the parts';'what is another part';'where can I most easily get the (part)';'what do I do with (part)', etc.
System: No roll is required to use the power, but if you get an information overload, you must make a willpower roll, diff. 8, or the storyteller should choose an appropiate derangement. Even succeeding in the roll will leave you stunned for short period of time.
The Earth is solid, stable, unmoving and resolute. Its practitioners inspire their comrades to never give up, emerge unscathed from dangers that might kill another and control the dirt and stones themselves.
Enchant: Person(s)
Description: The target being is filled with bravery and determination to defy all odds, but not to the point of stupidity. You may target more than one person with this power in a single action, up to your number of dots in Terra Aspect Emotion.
System: No roll is required. The subject gains two extra dots of willpower until end the end of scene.
Enchant: Self
Description: Dramatically increases your ability to resist damage and avoid exhaustion.
System: You gain a number of stamina equal to your rank in Terra Aspect Enhance until the end of the scene. May not be used while in effect.
Description: Any Caelum power which targets you is automatically resisted by this power. You may also take an action and spend a point of positive Karma to attempt such a resistance against any Caelum spell. The source of this counter-magic will be obvious.
System: Roll a number of dice equal to your rank in Terra Aspect Counter. Each success reduces the casters success by one, or stops the power altogether if it required no roll.
Description: A plant experiences greatly accelerated growth for as long as concentration is maintained. Flowering plants affected this way blossom with beautiful flowers.
System: No roll is required. The plant continues to grow as long as its immediate supply of food is not exhausted.
Enchant: Self
Description: For the duration of the scene, even the most tightly packed dirt gives easily to your slightest touch.
System: No roll is required; once the Karma has been spent, you may move dirt freely for the duration of the scene.
Description: The effects of mud packs have long been a practice of primitive medicine.
System: By making a mud pack, placing it on a wound, and spending a point of positive Karma, the affected wound(s), even if they are aggravated, heal as quickly as if they were one health level lower. The bruised level heals in but an hour.
Enchant: Self
Description: Once activated, for the rest of the scene, stone yields to your touch like it was more of a dough than rock.
System: No roll is required to start using the power. While active, this power is used only when you wish, thus allowing you to climb the handholds you just made, for instance.
Ability: Expression (6)
Description: Rend the Earth opens up a crevice in any large body of dirt or stone.
System: Make a stamina + expression roll; the number of successes you score is the number of successes a person on top of the crevice when it opens must make on a dodge roll to avoid falling in, and the number of success a person needs to jump the crack. The number of success is also the depth of chasm. A person falling in must soak one damage for each success you made.
Ability: Athletics (8)
Enchant: Self
Description: You must have contact with some large mass of dirt or stone to activate this effect. You enter the material and remain there in a state of somewhat suspended animation. You retain a slight sense of beings around you on the outside, but cannot use any other senses. If the part of the earth you are occupying is broken, you will instantly be 'spat out'.
System: Make a stamina + athletics roll, diff. 8, for success or failure.
Description: Once you are Combined, you may travel through continuous dirt or stone at a speed no faster than your normal walking speed.
System: No roll is required. The Karma need only be spent to start using the power, and may then be maintained so long as you concentrate.
Ability: Performance (6)
Description: All persons within a five to ten mile radius experiences violent shaking. It may also cause poorly constructed buildings to collapse.
System: Any person affected by the spell must make a dexterity + athletics roll to remain standing. The difficulty of this roll is equal to 6 + [your success on a performance roll] - [radius (in miles) they are within to you]. Thus if you score three successes, everyone within the first mile radius (including you) has difficulty 6 + 3 - 1 = 8; within the second mile has difficulty 6 + 3 - 2 = 7; the fith mile: 6 + 3 - 5 = 4 etc.
Ability: Brawl (6) (hit)
Ability: None (6) (dam)
Description: With a thought, you may command any dirt within sight to do your bidding this turn. It may even defy gravity so long as some support is maintained.
System: No roll is required to take control of the dirt, but to maneuvering it correctly does. You must re-spend the activation cost each turn you wish to remain control. If used to crush or strike, roll stamina + brawl to hit and unmodified stamina for damage.
Ability: Melee (6) (hit)
Ability: None+2 (6) (dam)
Description: Similar to Earth Control, however, the control is not 'flowing' like earth, rather you may control large hunks of rock to break off and move at your command, though they may not fly through the air in any way.
System: Once again, no roll is required to take control, just to move the stone effectively. Use stamina + melee to hit for a strike or crush and your unmodified stamina, plus two, for damage.
Description: You may make any edible plant into a nourishing and filling meal, though the spell does nothing for the taste. It is possibile to survive completely on Nourishing plants. The spell affects the plant itself, so they may be given to others and have the same effect.
System: No roll is required. The benefits steadily decrease if the plant is not consumed. After 24 hours, the plant will provide no extra nourishment.
Description: Allows you to more easily mend minor wounds.
System: All of your aggravated health levels 'settle' towards the bruised side, allowing you to heal your non-aggraved levels without special measures to get rid of the aggravated wounds first.
Enchant: Self
Description: By focusing your mind, you may block out all distractions.
System: You may spend a point of temporary willpower to reduce your total die pool penalty, if any, by one until the end of the scene.
Ability: Survival (6)
Enchant: Person
Description: In this ritual, dirt or pebbles are sprinkled or rubbed on the subject's bare skin.
System: At the completion of the ritual, the caster makes a stamina + survival roll, with the subject gaining one extra bruised health level per success. The health levels remain for one month or until they are checked off due to damage. If this ritual is recast while any of these health levels remain, the previous ones are lost.
Ability: Empathy (6)
Description: By placing your hand on (or making other contact with) a living plant, you may recieve information about things that have happend around it.
System: Make a stamina + empathy roll, with success determining how much and how detailed of information you may receive.
Successes | Information Received |
1 | You may inquire of one fact, to which a simple, probably one word (or image, as plants don't speak) answer will be received. |
2 | You may receive a few select bits of innformation as above, or a single 'playback' of a relevent scene in the plant's experience. |
3 | For the duration of the scene, you make as many inquires as you wish, though the responses will still be from the plant's perspective. |
4 | You may return and ask any questions you desire for next week. The responses are getting better, but are still not terribly exciting. |
5 | Friend for life: until you decide to end the spell, you may return to this plant at any time and make whatever inquiries of it you wish. The information received is always interesting and almost always useful. |
Successes | Duration (minutes) |
1 | 1 |
2 | 3 |
3 | 7 |
4 | 15 |
5 | 30 |
Ability: Brawl (4)(vs.str+athletics (6))
Description: A powerful gust of wind bellows forth from your hand, striking any and all persons whom happen to be standing in the way.
System: Make a dexterity + brawl roll, diff. 4, to decide its strength. A person struck (a dodge may be attempted if he is able) makes a strength + athletics roll to remain standing, with each success reducing your successes by one. If any success remain, he falls and must attempt to soak one damage per remaining success, for the fall.
Ability: Drive (7)
Description: A swirling vortex of air forms and begins throwing everything about.
System: When the tornado is formed, make a dexterity + drive roll. Any time something is picked up and thrown, it takes a number of damage equal to your number of success from the fall. You may maintain the tornado for only 1k per turn.
Ability: Melee (6)
Enchant:ment) Upon casting this spell (provided there are storm clouds overhead,) a straight bolt of lightning strikes the ground within arms reach of you and a length about your height remains there. Thereafter, until the bolt is dismissed or thrown it is as solid as any piece of metal, and you may reach out and grasp it.
System: When you cast the spell make a dexterity + melee roll. The number of successes is the number of dice of damage any being other then yourself takes if she contacts the the spear, resulting in an effective damage rating of strength + (number of successes.) If the spear is thrown, it does an amount of damage equal to twice the number of sucesses, but becomes non-solid in the process and is lost. Difficulty of a staff is 4 for melee; throwing requires the skill throwing, use standard difficulty (of six.)
Ability: Expression (4)
Description: Violent winds roar through an area about 50' wide, in a direction of your choice.
System: No roll is required. This has the effect of a Gust cast against all things within the area of effect, except dexterity + expression is rolled instead of crafts.
Ability: (Firearms (9))
Description: You may evoke a change in the weather. This change is not instantaneous, but will happen as soon as possible.
System: Most effects require no roll. If appropriate thunderheads are around, you may call lightning. Roll dexterity + firearms (diff. 9) to hit; if the roll is successful, roll 10 damage dice.
Description: You may turn into air itself and disperse youself, providing no target for physical or magical attacks and allowing you entrance into any place that is not air-tight. You may reform at any time, which takes one action also.
System: No roll is required, but the transformation requires one full turn to complete.
Ability: Intimidation (S)
Enchant: Person
Description: Accompanied by an insult or taunt, this power causes a person to become quite distracted in his anger.
System: Roll your intimidation (or a taunting ability if you have it) (the storyteller is encouraged to award bonuses for truly amusing insults), difficulty of the target's willpower. If you succeed by at least two, he becomes quite mad and drops whatever he is doing (unless it is a life threatening situation, etc.) and comes after you.
Ability: Leadership (S)
Description: Speaking a one word command, which may be worked into a statement, you may attempt to make the subject obey.
System: Make a dexterity + leadership roll, difficulty of the target's willpower. If you have a net success, the command must be obeyed.
Ability: Subterfuge (6) (vs. wits+enigmas (S))
Enchant: Person
Description: You may create an illusion of anything you desire, or make something disappear by creating an illusion of what's behind it.
System: Roll your dexterity + expression for a number of successes. The targeted being may make a wits + enigmas roll to find flaws in your illusion. If she scores as many success as you, she is not fooled; if she scores more, she also realizes that someone tried to fool her. The difficulty of this roll is based on how believable the illusion is. It is made the first time she witnesses it and, if failed, at any other time thereafter that she has reason to doubt the illusion.
Disbelief Difficulty | Situation |
3 | Unbelievable: Aliens from space, or something appeared/disappeared from plain sight. |
5 | Real, but unlikely: a movie star walks down the street (except in Hollywood). |
7 | Sure, why not: A person or thing which might be here. (movie star in Hollywood) |
9 | Completely plausible: A person or thing which should be here (mailman in post office). |
10 | No reason to doubt: An invisible person or thing doing nothing to interact with the environment. |
Ability: Athletics (6)
Description: Boost launches you forward in a single direction with great force, allowing you to jump long distances or reach great heights (Float comes highly recommended), traversing the entire distance in the space of a single turn. Make a dexterity + athletics roll, with the successes determining how strong of a boost you receive.
Successes | Effect |
1 | 5' up or 15' across |
2 | One story up or 30' across |
3 | Two stories up or 60' across |
4 | Five stories up or 150' across |
5 | Ten stories up or 300' across |
Ability: Security (6)
Description: Doorway opens up a temporary portal through a normally solid object. The doorway is large enough so that the caster may walk through easily.
System: The doorway lasts for a number of turns equal to your successes on a dexterity + security roll.
Ability: Empathy (6)
Enchant: Person
By making a magically enforced joke or funny action, you may cause a victim to be overcome with hysterical laughter.
System: Make an dexterity + empathy roll (the Storyteller is encouraged to award bonuses for jokes which are actually humorous as opposed to just satisfying the requirements of the spell.) Immediately and at the beginning of each turn, the target must roll willpower, attempting to score at least as many successes as you. For each success not matched, he suffers a minus one to all rolls that turn. The enchantment lasts for one scene.
Ability: Performance (6) (vs. wits+ enigmas (6))
Enchantment
Description: This power works exactly like Fool, except that dexterity + performance is rolled instead of expression, and rather then targeting the senses of one person, you create an illusion which many people may see. Any being witnessing the illusion you create may make a wits + enigmas roll to disbelieve it.
Ability: Etiquette (8)
Description: You must know your destination to attempt this power or the place of arrival will be unpredictable.
System: Make a dexterity + etiquette roll, diff. 8, to determine success or failure. Failure indicates that nothing happened. A botch indicates a result similar to Chaos Transport (Ignis Aspect Chaos.)
Description: You take on the form of any real animal of your choice, taking on all of their abilities, and all of their disadvantages.
System: No roll is required. You may still use your powers while transformed, but things such as Hyena or Tease are impossible if you cannot speak, and other spells may have similar requirements. Note that this power does not count as an enchantment. As a result of this, you must re-activate it to return to your normal form. This power may be used to cause changes in your human appearance, but may not make you look like someone else (Illusion does that just fine.)
Ability: Crafts (6)
Description: You may open a magical gateway to any other place you are familiar with, or the place occupied by a person (including yourself) or thing you are familar with. Anything which may fit through the gateway, which is large enough for you to walk through easily, may then go through it arriving at the destination.
System: Make a dexterity + crafts roll to determine the number of turns the gate remains open.