Elemental Abilities

  1. Seeking Flames (Elemental Ability): 4 Aura Counters and 1 Focus Point
    Prerequisite = Level 2 Fire Elemental Arts
    *Normal Effect: Create several marble sized balls of fire, and send the flying towards a single target you can see within 20 meters to deal fire damage. This attack does not miss. An entity hit by this attack will take 2d6 fire damage per 120 points you have in your Magic stat.
    *CA Effect (8 Aura Counters): Use this as a Counter Action in response to an entity moving into a space that is within 10 meters of you. Their remaining Movement for the round is reduced to 0, as they are pelted by several small fire balls, using this Abilities normal effect.

  2. Burning Burst (Elemental Ability): 6 Aura Counters and 2 Focus Points
    Prerequisite = Level 3 Fire Elemental Arts
    *Normal Effect: Strike a single target with your fist, engulfed in flames. Make an unarmed attack against a single target within range. If the attack hits, the target will also suffer 2d8 fire damage per 120 points you have in your Magic stat. They must then make a successful Burn Resistance check or become on Fire. The RR for this resistance check will be according to the information for your Elemental Arts, using level 3 Fire Arts.
    *CA Effect (10 Aura Counters): Use this as a Counter Action in response to your character being hit by a targeted melee attack. The attack will instead miss, as you duck around and strike your attacker using this Abilities normal effect. This attack will not miss, and the target will automatically fail their Burn Resistance check.

  3. Bouncing Wisp (Elemental Ability): 12 Aura Counters and 3 Focus Points
    Prerequisite = Level 4 Fire Elemental Arts
    *Effect: Create 3 balls of fire, each occupying a space that is adjacent to you. You may immediately move each of these fireballs 4 meters in any direction. For the next 1 hour, as long as you maintain Concentration, you may use Action Phases to move up to 2 of these fireballs a distance of up to 4 meters, as long as you are able to see where they are going. These fireballs can share spaces with other entities and objects, but cannot move through non-flammable objects or magical barriers. An entity that begins their turn while sharing a space with one of these fireballs will suffer 2d10 critical fire damage, and must make a successful Burn Resistance check or become on fire. The RR for this Resistance check will be according to the information for your Elemental Arts, using level 4 Fire Arts. Flammable objects that share a space with one of these fireballs at the start of your turn will become on fire.

  4. Funneling Flames: (Elemental Ability): 20 Aura Counters and 4 Focus Points
    Prerequisite = Level 5 Fire Elemental Arts
    *Effect: Strike the ground beneath your feet, causing a colossal pillar of fire to burst upwards around you that will quickly expand and scorch the area. A 20-meter-tall pillar of fire will erupt around you, consuming everything within 4 meters of you, but protecting your location. Nothing you are not already suffering from can harm you for the duration of this Ability, as long as you do not move. Anything adjacent to you at the start of the Ability will immediately suffer its effects. At the start of your next 3 turns, the AoE of this Ability will expand by 6 meters. Any entity that begins their turn while within the AoE, or enters the AoE for the first time each round, will suffer the following effects; 2d10 fire damage per 120 points you have in your Magic stat, becomes on fire, and must make a successful Burn Resistance or become burned. The RR for this Resistance check will be according to the information for your Elemental Arts, using level 5 Fire Arts. Anything immune to fire damage, or that has a Burn Natural Resistance of “N/A” will be immune to the effects of this Ability. Objects and structures within the AoE at the start of your turn will lose 3d10 durability, and catch on fire.

Fire

  1. Icicle Barrage: (Elemental Ability): 5 Aura Counters and 1 Focus Point
    Prerequisite = Level 2 Ice Elemental Arts
    *Normal Effect: Surround an entity with many small shard of ice, and thrust them into the target to deal ice damage and piercing damage. Choose any single target you can see within 14 meters, and surround them with shards of ice. For the next minute, any time that entity chooses to move 2 meters, in any direction, they will suffer 1d4 critical piercing damage. These shards will continue to follow the target as it moves. You may use a Perform Phase to clench your hand, commanding the shards of ice to crash into the target. If you do, the target must attempt an Evasion Feature check. On a failure, the target will take 1d6 piercing damage and 1d6 ice damage, per 120 points you have in your Magic stat. On a success, the target will take 1/2 damage. After your target makes their Evasion Feature check against this Ability, its effects will end. The RR for this Resistance check will be according to the information for your Elemental Arts, using level 2 Ice Arts.
    *CA Effect (9 Aura Counters): Use this as a Counter Action in response to an entity moving into a space that is within 10 meters of you. Two layers of ice shards will rapidly surround the target. The first one will immediately crash into the target, dealing damage according to this Abilities normal effects. The second will linger, applying this Abilities normal effects as if you just used it like normal.

  2. Glacier Spear: (Elemental Ability): 8 Aura Counters and 2 Focus Points
    Prerequisite = Level 3 Ice Elemental Arts
    *Normal Effect: Materialize a huge spear of solid ice, and throw it at a target you can see within a number of meters equal to 2x your Athleticism Feature. This is considered as a thrown weapon that you are efficient with. An entity hit with this attack will take 3d10 ice damage per 120 points you have in your Magic stat.
    *CA Effect (14 Aura Counters): Use this as a Counter Action in response to an entity within 2 meters of you hitting a target within an attack. That attack will be interrupted as you materialize a spear of ice, extending from your hand into the attacker. That entity will take 3d6 points of critical ice damage per 120 points you have in your Magic stat. They must then make a successful Bleed Resistance check or gain 1 instance of moderate bleeding. The RR for this Resistance check will be according to the information for your Elemental Arts, using level 3 Ice Arts.

  3. Sheer Cold: (Elemental Ability): 20 Aura Counters and 3 Focus Points
    Prerequisite = Level 4 Ice Elemental Arts
    *Normal Effect: Touch a single entity, and attempt to freeze them instantly. Make an unarmed attack against a single target. If hit, instead of dealing Unarmed Fighting damage, the target will take 1d6x10 points of ice damage per 120 points you have in your Magic stat, and must make a successful Freeze Resistance check or be inflicted with the “Frozen” status effect. The RR for this Resistance check will be according to the information for your Elemental Arts, using level 4 Ice Arts. An entity immune to ice damage, or that has a Freeze Natural Resistance of “N/A” will be immune to the effects of this Ability.
    *CA Effect (25 Aura Counters): Use this as a Counter Action in response to your character being bit by a targeted melee attack. The attacker is stopped as you grab their arm or leg, and force freezing energy into them. Refer to this Abilities normal effect, except the attack made this way will not miss, and the target will automatically fail their Resistance check.

  4. Ravaging Blizzard: (Elemental Ability): 18 Aura Counters and 4 Focus Points
    Prerequisite = Level 5 Ice Elemental Arts
    *Effect: Conjure a storm of snow and ice that will begin swirling around you, covering everything within 20 meters of you, and reducing the overall temperature of the area by 15˚C. For the next 10 minutes, as long as you maintain Concentration, this storm will persist. While active, you may use Action Phases to give any of the following commands to the storm. It is able to perform multiple commands at once. When given a command, it will execute that command until told otherwise. The RR for all Resistance checks will be according to the information for your Elemental Arts, using level 5 Ice Arts. >Enter: A portion of the storm begins trying to enter a designated structure that is within the AoE, using a Sunder skill of 15. If successful, the effects of the storm will be applied to the inside of the structure, not to surpass the AoE. >Cover: Countless snowflakes cover a single designated entity. That entity must then make successful Freeze Resistance check or become “frostbitten”. This can only affect the same entity once per round. >Shroud: A portion of the storm begins swirling rapidly around a single designated target, making them obscured, and making everything obscured to them. >Break: A portion of the storm begins aggressively bombarding an object or structure, dealing 2d6 Sunder damage at the start of each of your turns. > Find: Anything within the AoE that is invisible to you to you will be outlined in a thin layer of snow. >Kill: Choose any single entity currently affected by the “find”, “cover”, or “shroud” command. That target will take 20d10 ice damage as the snow on and/or around them turns to shards and stabs into them. Afterwards, the ice and snow will leave them to rejoin the rest of the storm. >Settle: The storm abandons all commands and becomes a simple, calm area of light snowfall. >Shatter: The storm condenses around everything currently affected by any of the storms commands, compacting itself and crushing everything. All entities currently under the effects of any of the storms commands will suffer 10d10 crush damage. Everything else currently under the effects of any of the storms commands will lose 1/2 as much durability. After this command resolves, this Ability will end.

Ice

  1. Whirlwind (Elemental Ability): 4 Aura Counters and 1 Focus Point
    Prerequisite = Level 2 Wind Elemental Arts
    *Effect: Surround a single entity within 6 meters of you with a torrent of wind that will blow them away. Now and at the start of each of the targets next 3 turns, they must make a successful Stun Resistance check or be moved up to 8 meters in a direction of your choosing. The RR for this Resistance check will be according to the information for your Elemental Arts, using level 2 Wind Arts

  2. Repelling Gust (Elemental Ability): 6 Aura Counters and 2 Focus Points
    Prerequisite = Level 3 Wind Elemental Arts
    *Normal Effect: Push things away from you with a sudden powerful gust of wind. All potential targets within 4 meters of you are pushed 10 meters away from you. Entities moved this way must make a successful Dexterity Feature check or become prone. The RR for this Feature check will be determined by your Game Master, based on the environment.
    *CA Effect (10 Aura Counters): Use this as a Counter Action in response to an entity within 10 meters of you being hit by a targeted attack. The attack will miss as you send out a burst of wind that will knock any ranged attacks off course, and knock all chosen targets within 12 meters of you prone. No Resistance checks can be made to resist the effects of this Abilities Counter Action effect.

  3. Ripping Winds (Elemental Ability): 10 Aura Counters and 3 Focus points
    Prerequisite = Level 4 Wind Elemental Arts
    *Normal Effect: Send a powerful, focused vortex of wind at a single target you can see within 6 meters of you, inflicting them with 2 instance of moderate bleeding. No Resistance checks can be made to resist the normal effects of this Ability.
    *CA Effect (14 Aura Counters): Use this as a Counter Action in response to being hit by a targeted attack from an attacker that is within 10 meters of you. The attack is interrupted as a powerful blast of wind shoots from your hand at the attacker. This attack will not miss. The target will be pushed backwards 4 meters, knocked prone, and inflicted with 4 stages of mild bleeding. No Resistance checks can be made against effects from this Abilities Counter Actions.

  4. Wind Storm (Elemental Ability): 16 Aura Counters and 4 Focus Points
    Prerequisite = Level 5 Wind Elemental Arts
    *Effect: Concentrate your wind into a powerful funneling blast. Everything within range will suffer wind damage equal to 1d6x10 per 120 points you have in your Magic stat. They will also be pushed backwards 6 meters, become prone, become stunned, and be inflicted with 3 instances of Mild Bleeding. No Resistance checks can be made against the effects of this Ability. The Range of this Ability is: Blast (2) = 14 meters.

Wind

  1. Thunder Barrier (Elemental Ability): 4 Aura Counters and 1 Focus Points
    Prerequisite = Level 2 Lightning Elemental Arts
    *CA Effect: Use this as a Counter Action in response to your character being hit by a targeted attack. The attack will be deflected by a sudden thunderous boom of electricity erupts from you. All potential targets within 4 meters of you will be pushed backwards 4 meters. Any structures within 4 meters of you will also lose 3d10 durability.

  2. Lightning Sphere (Elemental Ability): 8 Aura Counters and 2 Focus Points
    Prerequisite = Level 3 Lightning Elemental Arts
    *Normal Effect: Create a sphere of focused electricity, approximately 2 meters in diameter that will show entities that it touches. This ball will appear in an unoccupied space you can see within 10 meters, and will exist for up to 5 minutes, as long as your maintain Concentration. For the duration of this Ability, you are able to use Action Phase to move the sphere a distance of up to 8 meters. This sphere can share a space with entities, objects, and structures, but cannot move through stone obstacles or magical barriers. Whenever an entity begins their turn while sharing a space with this sphere, or enters the spheres space for the first time each round, will take 2d10 lightning damage per 120 points you have in your Magic stat.
    *CA Effect (13 Aura Counters): Use this as a Counter Action in response to an entity moving into a space that is within 10 meters of you. Their remaining movement for the round is reduced to 0, as a burst of lightning erupts from their location. The target will suffer 1d10 lightning damage per 120 points you have in your Magic stat. Also, them and all potential targets within 2 meters of them will become paralyzed. No Resistance check can be made against the effects of this Abilities Counter Action. This will have no effect on an entity who has a “Stun” Resistance check of “N/A”.

  3. Chain Lightning (Elemental Ability): 10 Aura Counters and 3 Focus Points
    Prerequisite = Level 4 Lightning Elemental Arts
    *Effect: Select up to 1 target you can see within 40 meters of you, per 100 points you have in your Magic stat, and summon a single bolt of lightning to strike all of them. Strike your first target with a bolt of electricity, then choose a new target that is within 10 meters of them for this bolt of lightning to leap. Repeat this process until you have struck as many targets as possible, within 40 meters of you. Each entity hit by this attack will suffer 2d10 lightning damage per 120 points you have in your Magic stat. This attack does not miss.

  4. Crushing Thunder (Elemental Ability): 17 Aura Counters
    Prerequisite = Level 5 Lightning Elemental Arts
    *Effect: Cast lightning into the sky to create a nimbus cloud that will cover the area within 20 meters of you. On your following turn, during your Perform Phase, choose any number of targets within the AoE to be struck with a powerful bolt of lightning. After the lightning has struck, the cloud will vanish. All chosen targets will take 1d6x10 lightning damage per 120 points you have in your Magic stat. A successful Evasion Feature check will reduce this damage by 1/2. Entities that take damage from this Ability will become paralyzed, and must make a successful Stun Resistance check or become stunned. The RR for these checks will be according to the information for your Elemental Arts, using level 5 Lightning Arts.

Lightning

  1. Aqua Companion (Elemental Ability): 3 Aura Counters and 1 Focus Point
    Prerequisite = Level 2 Water Elemental Arts
    *Effect: Create a small sentient life form made completely of water to assist you. Choose any small sized animal to be created. This entity will be made completely out of water. It will have no color, and be incapable of vocalizing, but will otherwise mimic all of the functions of the chosen animal. This animal cannot speak or communicate telepathically, but it can understand any language you can speak, and will respond with heightened intelligence. This companion will exist for up to 1 hour, or until it suffers a total of 25 points of damage, or you will for it to vanish. Whichever happens first.

  2. Water Rush (Elemental Ability): 6 Aura Counters and 2 Focus Points
    Prerequisite = Level 3 Water Elemental Arts
    *Normal Effect: You must be on the ground when using this Ability. Send a small powerful wave of water in a direction. All entities within range, of very large size or smaller, will be toppled over, pushed 14 meters away from you, become prone, and soaking wet. Every entity moves by this Ability will have a -4 modifier to their Movement Stat, and a -2 modifier to all d20 rolls until the end of their next turn. A Successful Evasion Feature Athleticism Feature check will allow an entity to only be pushed 4 meters away. Range is; Blast (0) = 8 meters. The RR for this Evasion Feature check will be determined by your Game Master according to the environment.
    *CA Effect (10 Aura Counters): Use this as a Counter Action in response to an entity moving into a space that is within 8 meters of you. A wave of water rises in front of them to block their path, and collapse on them. Their remaining movement for the round will be reduced to 0, they will become prone, and soaking wet. They will gain a -4 modifier to their Movement stat, and a -2 modifier to all d20 rolls until the end of their next turn. No Feature check can be made to resist any effects of this Abilities Counter Action effect.

  3. Water Clone (Elemental Ability): 7 Aura Counters and 3 Focus Points
    Prerequisite = Level 4 Water Elemental Arts
    *Effect: Create a clone of yourself, made completely out of water. This clone will have all of your same Stats, Features, and Skill Points, and Traits, with the exception of their Life stat which will be 10. It cannot use any Spells or Abilities. This clone is immune to Fire damage, except from level 5 fire arts, and water damage. It is resistant to physical damage. This clone will exist for up to 3 days, until its current Life is reduced to 0 or less, or you will for it to vanish. Whichever happens first. It can only speak and understand one language of your choosing. It does not need nourishment or sleep. This entity will evaporate and die if it exists in an environment that is 40˚C for more than 1 hour.

  4. Water Stitching (Elemental Ability): 16 Aura Counters and 4 Focus Points
    Prerequisite = Level 5 Water Elemental Arts
    *Effect: This Ability can only be used while you are on the ground. Send water out from your body, calmly covering the ground within 10 meters of you. This area is now considered as rough terrain, for every entity except for you. For the next 1 minute, as long as you maintain Concentration, you are able to command this water to do things. During your Perform Phase, you can choose for the water to either heal an entity within the AoE, or harm an entity within the AoE. >Heal: water climbs onto all chosen entities within the AoE, and begins healing their wounds. When this happens, you can restore a total of 100 Life, distributed as you choose amongst all chosen targets. >Harm: Water coils around all chosen entities within the AoE before stabbing at them. This attack does not miss. You can deal a total of 100 water damage, distributed as you choose amongst all chosen targets.

Water