Table of Contents

Elemental Manipulation

Elemental Manipulation

Rank: Novice

Power Points: 1

Range: Smarts

Duration: 5

Example Trappings: A few simple guestures, elaborate dance similar to a martial art.

This power grants basic control over the four traditional elements: air, earth, fire, and water (the elements may vary for other cultures).

Upon activation, the caster may choose one of the following effects:

After activation, each additional use of the effects above are an action. Roll a new arcane skill roll for Attack or Push (these rolls do not suffer Backlash for Critical Failures as they are not activation rolls).

Epic Modifiers

✪ Power (+3)

The volume of air, earth, fire, or water affected is tripled, the target of Push suffers a –2 penalty to resist, and the damage of Attack is increased to 2d6 (3d6 on a raise).

✪ Weather (+5)

The caster can summon or dispel storms, bring a cooling rain, scorch the earth with a heatwave, or even bring snow to the hottest climes. The caster can bring or disperse rain, snow, sun, and wind in about a fivemile radius. The severity depends on the local environment—a harsh desert might receive gentle rain while a rain forest gets a driving downpour. The effects take 10 minutes to create and last an hour.