Air
(Wits + Survival)
(note, flying spells powered by air theurgy are less subtle than flying spells generated by other magic since it's accompanyed by obvious wind effects)
● Subjects gain improved distance vision and +1 bonus die when attacking with bows, crossbows, or thrown weapons. One subject per success.
Spread
OR
Subject does not have to breathe at all for ten minutes per success rolled functionally becoming temporary immune to strangulation, poison gases, and drowning.
Persistent
●● Subjects gain a bonus in speed, agility, and reaction time gaining a bonus die on rolls to Dodge and perform Athletics rolls based on agility or speed and Wits related in combat or physical situations.
Subjects can roll Dexterity + Melee or Brawl to block or deflect arrows and thrown weapons directed at them as if they were melee attacks.
Spread
OR
A thrown weapon, arrow, or crossbow bolt is launched with increased speed and penetrating power. The power lasts up to fifteen minutes or when fired. Each success results in a bonus die of damage. The spell is cast on the ammunition, not the person shooting and has to be cast on arrows and the like one at a time. Once cast nothing is stopping someone from handing the arrow off to a better marksman.
Persistent
●●● Winds can carry a group of people for about four hours. Two people per success rolled.
Spread
OR
Allows a single subject what is nicknamed "perfect flight" for about ten minutes per success. The caster can hover perfectly, turn on a copper piece, and fly faster than a galloping horse. The subject gains +1 die on all non-magical Dexterity rolls for the duration.
Persistent
●●●● Summon an air elemental
OR
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●●●●● ummon a hail, dust, or lightning elemental
OR
Turn casters body into living wind for a scene. Details pending.
Earth
(Stamina + Survival)
● Scarterra: If above ground, the subject of the theurgy always have perfect internal bearings for the four cardinal directions. At higher levels of successes the subject has better understanding of their position relative to known landmarks.
If underground, the subject always knows the fastest (not necessarily the safest, way above ground). At higher levels of successes, the subject possible knows about alternate routes.
Scaraqua: Survive comfortably in high or low pressure environment and suffer no Dexterity or mobility penalties on land (though breathing and temperature are a still a problem).
Persistent
OR
Gain enhanced abilities at unarmed combat
One Success: Plus one die attack rolls and blocks and on grapple checks
Two Successes: inflict bashing or lethal damage, If the target already can inflict lethal damage unarmed, +1 damage die
Three Successes: Can block weapons without penalty. Teeth and claws are functionally indestructible. Even finger nails are indestructible though that is less useful.
Four Successes: +1 damage die (stacks with existing bonuses)
Five Successes: +1 damage die (stacks)
Six Successes: +1 damage die (stacks) and so on and so forth.
Persistent
●● One subject per success has their wound penalties halved for a scene. Round in the person's favor so a -1 die penalty becomes -0 and -3 becomes -1. This provides a -1 difficulty break on Willpower rolls for resisting hexes that rely on pain (Burst of Pain) or pleasure (Befuddlement)
Spread
OR
Immunize a subject from falling damage for a scene. Unlike Feather Fall, this spell cannot normally be cast midfall and it does not actually slow the person or object falling, it just means they hit the ground without damage (and they might still damage whatever they land on.
Spread
OR
Area spell to immunize a structure or area from earth moving magic/theurgy
●●● Improve soak roll (details pending)
OR
minor ability to move earth and stone
●●●● Summon an earth elemental
OR
advanced ability to move earth and stone.
(Details pending)
●●●●● Summon a magma, ooze, or dust elemental
OR
Turn casters body into living rock for a scene. Details pending.
Fire
(Strength + Survival)
● Ignite flammable objects in line of sight. This spell cannot set people on fire directly, but it can ignite objects they are holding or wearing.
One successes lights obviously flammable items like candle wicks, parchment lantern oil, dry kindling.
Two successes ignites moderately flammable objects, wooden furniture, damp fire wood, dry clothing.
Three successes can ignite something something flammable that is somewhat flame retardant such as very wet wood or soaked clothing.
Multiple successes can be split between multiple targets, so three successes could light three torches. Separate candles can be considered one object if they are linked together such as on a candelabra or a chandelier.
Instant
OR
Allow people to regulate their body temperature to survive in areas of extreme hot or cold for four hours per success.
Perception
●● ????????????
●●● The caster can mimic Fire Blast, details pending
OR
The Caster can mimic Flaming Weapon, details pending
●●●● Summon a Water elemental
OR
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●●●●● Summon a magma, lightning, or steam elemental
OR
Turn casters body into living fire for a scene. Details pending.
Water
(Dexterity + Survival)
● Subjects gain water breathing for 30 minutes per success or water walking for 2 hours per success. Two successes are needed to let a horse with a rider run on water.
Spread
OR
The character can sense the nearest source of water within two miles or if they are on the see, they can sense how deep it is to the sea floor and the direction of the nearest land (if it's within 5 miles). Finding water does not necessarily mean finding clean drinkable water.
●● ??????????????????
●●● ???????????????
●●●● Summon a Water elemental
OR
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●●●●● Summon an ooze, hail, or steam elemental
OR
Turn casters body into living water for a scene. Details pending.
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