Realms of Tirakan

Realms of Tirakan


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Elemental Magic

All origins
5 Energy Bolt Energy

The caster summons a bolt of pure energy that flies toward a target, causing hits equal to the spell's Power on impact.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Power: 1
Range: 5
Shape: -
Actions: 1
7 Flaming death Fire

At a distance of no more than 10 meters a blazing fire is created that causes one wound per combat round on an area of Power meters squared. The fire is not magical and burns until it consumes its food, without combustible material Power combat rounds.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Power: 1
Range: 10
Shape: -
Actions: 1
5 Ice shard Water

The caster creates a small ice shard in his hand, which flies towards the victim at a fast speed, hitting him in a place of free skin. The shard penetrates deep into the skin, but then melts immediately, leaving not even a wound.

After a minute, the hit part of the body cools down so much that the victim can hardly use it. There is also no feeling left in the corresponding body part. The victim does not take any damage, all actions with the body part reduce the skill/attribute values by half.

The effect lasts Power*2 minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
3 Wild Growth Nature

The caster creates unnaturally fast growth of plants. Within a radius of max Power meters, natural and unnatural plants are created that can burrow through the ground, penetrate walls, and burst steel. The plant growth persists for a day, after which the plants decay into a stinking something.

The caster cannot control the growth of the plants.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
9 Shard Storm Earth

Splinters form in the caster's palm and fly towards the target at high speed. At an angle of 45°, the splinters cause a total of Strength*3 hits and cause major structural damage to solid objects.

If living creatures are hit, the game master distributes the damage among the victims.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Power: 1
Range: 10
Shape: Cone
Actions: 1
5 Screen Air

The caster blurs against the background. Only a slight flicker in the air reveals the presence of an object at the spot. If the caster moves, the visual shield moves as well. Detecting the unusual glimmer requires a Perception roll, which achieves successes according to the Power of the spell.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
7 Melting Nature

On an area of Power__W6 square meters at a distance of 2 steps, the ground liquefies. After __Power minutes, the ground solidifies again within three seconds.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 2
Shape: -
Actions: 1
5 Odem Demonic

For Power combat rounds, the caster's breath is a foul, demonic surge which has a range of 2 meters and inflicts one wound per combat round to anyone within the cloud.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 2
Shape: -
Actions: 1
5 Veil of mist Water

From the ground around the caster, as he raises his arms, a dense fog rises, obstructing vision and muffling sounds. The cloud of mist has a diameter of Power*3 meters and a height of about 3 meters. The higher the Power of the spell, the denser the fog cloud. The cloud is stationary and forms around the caster as the center.

The fog acts as an extension of the caster's senses through the magical connection to him. As long as he remains in the fog himself, he can instinctively perceive all movements within the cloud and better hear all sounds within it (Perception + 2).

Rumor has it that loud, manic laughter while summoning the fog increases its later, threatening effect. However, this can almost certainly be dismissed to the realm of myths and legends.

The fog cloud persists for Power minutes.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
3 Nature play Nature

To the enchanter and the other spectators, nature shows itself in all its grace, beauty and perfection. A perfect landscape reveals itself to them: The trees shine in their most beautiful colors and sway rhythmically to the pleasant whisper of the wind. Water casts magnificent plays of waves, over which fish leap symmetrically. The nature play is different in its expression every time and of course also dependent on the attitude of the spellcaster.

The spell lasts Power minutes.

Origin: Elemental Magic
Spell Casting: Attractiveness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
7 Arcane storm Energy

Shortly after the invocation, a magical mist manifests directly above the caster, emitting lightning and creating a magical tension. The storm grows at a rate of one meter per combat round to a size of Power*5 meters, and can be controlled by the caster.

In the magical storm, each magic adept suffers one wound per combat round. In addition, no spellcaster is able to perform a magical action in the storm. Those not skilled in magic do not suffer any limitations.

The storm can be controlled at a speed of two meters per second. This control requires the caster to remain focused on the spell, which is not otherwise necessary.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Life Stream Water
Ritual

The caster completely undresses and lies face down in flowing water, which is so large that the caster is completely submerged in it. There he lets himself drift.

During the whole time of floating, the caster draws life energy from the river, and heals Power wounds in an hour. During this time he can not and does not have to breathe, and not perceive his environment.

Origin: Elemental Magic
Spell Casting: Conscientiousness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 5
3 Charcoal stone Energy

The caster can turn a diamond or gemstone of any size into a glowing piece of coal. The piece is equal to the size of the diamond and remains glowing for 1 hour. In the process, it is so hot that it ignites combustible materials. The purer the gemstone is, the hotter the piece of coal glows. An amber is not enough to ignite anything with the coal.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
3 A fresh breeze Air

A fresh breeze makes an encouraging and fresh breeze appear. In moments of hopelessness, the spell is the right thing to increase the enterprise of companions.

The wind sweeps across the land for about a minute within a radius of 100 meters, filling everyone it touches with new courage and freshness. Anyone within the radius heals Power wounds and receives a bonus of Power points to their bravery for the next two hours.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
9 Rot Demonic

Der Begabte hat auf eine Pflanze oder ein Lebewesen zu spucken.

Solange das Opfer vom Speichel benetzt ist, fault das Fleisch oder die Pflanze immer weiter. Solange das Fleisch fault, verursacht der Zauber kumulativ eine Wunde in jeder 3. Kampfrunde. Endet der Zauber, so fault das Opfer nicht mehr weiter, verdorbenes Fleisch ist jedoch für immer verloren.

Der Zauber endet wenn der Speichel abgewaschen wurde oder nach Stärke Wunden.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 3
5 Leech tendrils Demonic

The caster kneels on the ground, fixes the target with his gaze and slams the fingers of one hand into the ground.

Tendrils sprout from the fingers of the caster with breathtaking speed, growing under the surface of the earth towards the opponent. Under the ground, the tendrils move at a speed of 3 meters per combat round. As soon as the tendrils are under the opponent, they grow to the surface and entwine his legs, so that he can neither run nor fight without restrictions. His combat skills (hand to hand combat, shooting, throwing) are reduced by Power.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 15
Shape: -
Actions: 1
5 Ivy coat Nature

The caster causes ivy tendrils to grow from the ground and entwine themselves around the caster's entire body, detaching them from the ground after growth so that the caster can move freely.

The tendrils provide the caster with 2 protection for Power combat rounds in combat.

They decay into a withered heap after one hour. Until then, the tendrils also give a bonus of Power to Stealth outside of combat depending on the environment.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
9 Amber path Nature

The caster places five amber crystals in the shape of a pentagram at the place where the amber portal is to be created and concentrates on the destination. Then, for one minute, he imagines a tunnel that will take him to this place.

The portal remains Power hours and can transport Power*2 people or animals.

At the location of the amber pentagram, an ivy plant begins to grow in a circle and form a vortex. The vortex forms a maw in the center which leads through a portal to a location known to the caster at a distance of 20 miles. When the caster enters the portal, he immediately appears on the other side at the destination.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 20
7 Eye of Seth'Nra Demonic

The caster takes one of his eyes out of the eye socket with two fingers and holds it on the flat of his hand.

The eye gets black outgrowths in the form of tentacles and wings and starts to fly by itself. It moves with the speed of 10 meters per second and has Power maximum wounds. If the eye is not back when the spell expires, it falls to the ground. In this case, the caster can retrieve and use it within half an hour.

If the eye is destroyed or lost, it withers and grows back only after 2D6 days. In this case, it causes 2 wounds to the caster once.

The spell lasts for Power*5 minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Elemental Weapon Energy

The character channels the magic of their favoured element into their melee weapon to strengthen it.

For the next two combat rounds, the weapon ignores the opponent's protection. In addition, attacks with the weapon have strength increased damage potential for the next two combat rounds.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Arrow of wind Air

You enchant one of your arrows with the element of wind. On a successfull cast your weapon can ignore armor. Your arrow impacts the enemy with such force that he needs Power checks equal to the Power of your spell or be knocked prone

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 15
Shape: -
Actions: 1
5 Chain lightning Air

The caster summons the essence of a thunderstorm in his hand and hurls it as lightning at a creature. The creature struck suffers _Strength__ hits.

The lightning bounces off it and moves to the creature closest to the one hit. This receives strength-1 hit.

This process is repeated until the number of hits has fallen to 0.

The spell does not differentiate between friend and foe and only hits each victim once.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Power: 1
Range: 15
Shape: -
Actions: 1
5 Wings of wind Air

The enchanted creature grows wind wings that carry it or another creature through the air.

The enchanted creature can fly for spellpower minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 1
Shape: -
Actions: 2
8 Call elemental spirit Mind
Ritual

The caster places a little of the element whose elemental spirit is to be invoked in a bowl or on a surface of the opposite element. Then he kneels down in front of the bowl and invokes the powers of the element.

After about 30 minutes, the face of an elemental spirit appears in the element used. This can vary greatly depending on the element, so that anything from a face to a non-material appearance is possible. The elemental spirit has no feelings and no alignment, but it can only be controlled by the caster if the latter binds it (Bind Elemental Spirit).

The elemental spirit remains for power*2 minutes.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 10
5 Bind elemental spirit Mind

The caster points to the elemental spirit.

The caster can bind an elemental spirit (which must have already materialised) to him. If this is done, the elemental spirit follows any command of the caster. If the elemental spirit is already bound, the caster can only take over the elemental spirit with a magic duel by taking over the foreign spell. The caster binds the elemental spirit for power*2 minutes.

Origin: Elemental Magic
Spell Casting: Willpower
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Elemental form Nature

The caster touches the corresponding element, concentrates and murmurs "(element) become my body".

The caster's body transforms into the corresponding element, with all its advantages and disadvantages. It should be noted that clothing and equipment are not transformed and may be damaged. The spell can be dropped at any time. While the spell is being maintained, the caster cannot cast an elemental spell based on an element other than that of his body.

The spell lasts power*2 minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
3 Summon element Nature

The caster closes his left hand into a fist.

In the fist of the caster a small occurrence of the element he wants to summon is created. This spell is mainly used in combination with the calling of an elemental spirit.

Origin: Elemental Magic
Spell Casting: Charm
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Elemental object Nature

The caster focuses on the desired object in his mental eye, reaches into an object from a certain element (it is possible for him to simply slide his hand into the object during the spell) and pulls out the desired object.

The caster pulls an object of his choice from another object. Swords made of ice, drinking vessels made of wood, shields made of rock or water, etc. are possible. There are no limits to the caster's creativity, but he can only pull out one object at a time, which makes the creation of chains, for example, very time-consuming.

The item has its typical properties, plus the elemental component, so a sword made of fire inflicts fire damage on the victim, a sword made of wood receives no damage bonus. Only the caster does not receive this possible elemental damage. A drinking goblet of ice is very pleasant if one likes to enjoy very strongly chilled drinks, but it could freeze to the fingers and or lips of everyone else except the creator.

The spell can be dropped by the caster at any time. If the caster does not return the item to its place of origin when dropping the spell (e.g. does not put the wooden shield back into the tree) he receives a wound on the hand, possibly a few burn or frost blisters and the item dissolves.

The object remains power*10 minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 4
2 Ginae's Call Water

The caster instructs the person to be treated to remove their clothes and lie down in a flowing body of water. There the caster stands next to the person to be treated and places his hand on his head.

During the whole time of the drifting, the person to be treated draws life energy corresponding to power wounds per minute from the river. During this time he cannot and does not have to breathe. He is not aware of his surroundings. The caster must stand beside him during the entire time.

Origin: Elemental Magic
Spell Casting: Conscientiousness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Cold Ice

The caster points his hand at the victim of the spell. Then he spreads his fingers and calls upon Jogran.

The caster creates a small shard of ice in his hand, which flies towards the victim with rapid speed, hitting him in a spot of free skin. The shard penetrates deep into the skin, but then melts immediately, leaving not even a wound.

In the next 5 minutes, the part of the body that was hit cools down so much that the victim can hardly use it. There is also no feeling left in the corresponding part of the body. The victim does not take damage, all actions with the body part reduce the skill/attribute values by half.

The cold remains power minutes.

Origin: Elemental Magic
Spell Casting: Deftness
Arcana:
Power: 1
Range: 0
Shape: -
Actions: 1
5 Feuerball Fire

Der Zaubernde schleudert einen schädelgroßen lodernden Feuerball auf sein Ziel. Beim Aufprall verursacht der Zauber Stärke Treffer und versetzt alles brennbare in den Brennend Status.

Origin: Elemental Magic
Spell Casting: Strength
Arcana:
Power: 1
Range: 15
Shape: -
Actions: 1
5 Grass ring Earth

The spell caster creates a ring of grass that grows in the specified location within sight and is power metres in diameter. The grass emits a magical vapour, anyone who passes through the ring regenerates two wounds once and is Shocked 1.

The spell lasts for power combat rounds.

Origin: Elemental Magic
Spell Casting: Conscientiousness
Arcana:
Power: 1
Range: 0
Shape: Circle
Actions: 1