Catalog / Spells / Elemental Manipulation
Elemental Manipulation
Spells · Transmutation
- Control
- Modify
When you learn this spell, choose a base element and give it trappings: Air, Earth, Fire or Water. You can't change it unless you learn the spell again with different trappings. For the duration you can manipulate existing manifestations of your element within your standard reach; you can't create it unless modified. Each round you can spend 1 AP on one minor trick. Tricks can't stand in for dedicated combat spells unless the GM allows it. Examples (the GM adjudicates others):
- Air: shove (Mysticism in place of Athletics or Martial Arts), blow out a torch, fan a flame, carry a whisper.
- Earth: shift loose earth or sand, cover tracks, raise a small berm, hurl a pebble-sized stone.
- Fire: shape or redirect an existing flame, snuff small flames, spread fire across nearby fuel.
- Water: redirect a flow, splash, douse, draw water from an open source.
Optional Modifiers
- Greater Reach (+1): Increase your reach for this spell by one step.
- Increased Volume (+1): Each trick affects about three times as much.
- Area Shaping (+1): Each trick can also affect an adjacent 5-foot space that contains the element (it doesn't create it).
- ★ Conjure Base Element (+2): Create a small amount of your element within reach as part of a trick, then manipulate it normally. [School Mastery, 5+ ranks]
- ★ Sub-Domain (+2): Also manipulate your element's sub-domain: Air → Lightning, Fire → Metal, Earth → Wood, Water → Ice. [School Mastery, 6+ ranks]
- ★ Conjure Sub-Domain (+3): Create a small amount of your sub-domain within reach as part of a trick (includes Sub-Domain). [School Mastery, 7+ ranks]
Critical Success
Your reach for this spell becomes double your standard reach for the duration.