Elemental Calkers

Wielders of elemental magic.

Astrologer

A reader of the stars. Some special astrologers are called camarlis, and they can channel specific star elementals.

Astrologers train for years on reading the stars to know how their movements, positions, and qualities affect the lives of people. Astrological interpretation varies by culture, but in the region of Starfall, there are two major variations. Among the native folk, astrological interpretation is based on twenty figures of nature that are reflected in the stars. Among the colonials, most use the imperial standard, which is based on an ancient nature religion that was destroyed and assimilated into imperial culture.

Imperial standard:

Constellation Month Hour Year Description Element General Meaning
The First Tree Patienta 11 - Temperantia 3 12:01 a.m. to 1:30 a.m. 1735, 1751, 1767 The first tree whose seeds created every other tree Wood Generation, beginnings, longevity
The Green Shield Temperantia 4 - Temperantia 26 1:31 a.m. to 3 a.m. 1736, 1752, 1768 A folk hero who had a shield made of green metal who slew an evil dragon Metal Bravery, determination, sacrifice
The Druid Temperantia 27 - Pudicitia 18 3:01 a.m. to 4:30 a.m. 1737, 1753, 1769 A keeper of ancient lore who taught many ancient heroes Nature Wisdom, knowledge, cunning
The Bearer of the Firmament Pudicitia 19 - Mens Humilis 11 4:31 a.m. to 6 a.m. 1738, 1754, 1770 A giant who caught the sky when it fell Wind Strength, endurance, protection
The Three Dancers Mens Humilis 12 - Diligentia 3 6:01 a.m. to 7:30 a.m. 1739, 1755, 1771 Three women dancing as lovers, fated to dance forever after being killed as witches Moons Grace, love, communion
The Daughter of the World Diligentia 4 - Diligentia 26 7:31 a.m. to 9 a.m. 1740, 1756, 1772 The first daughter of Mother Shem who named all the animals Animal Learning, growing, understanding
The Observers Diligentia 27 - Operatio 18 9:01 a.m. to 10:30 a.m. 1741, 1757, 1773 Eight stoic figures tasked with recording all of history Time Witnessing, analysis, the past
The River Raft Operatio 19 - Humanitas 10 10:31 a.m. to 12 p.m. 1742, 1758, 1774 A hero whose raft carried them from river to river on a quest for a magical egg Water Flowing, transitions, urgency
The Great Boar Humanitas 11 - Prudentia 2 12:01 p.m. to 1:30 p.m. 1743, 1759, 1775 A giant boar who helped a hero find food when it was most needed during a quest, giving his life to help the hero in the end Earth Nourishment, giving, sharing
The Pouring Pitcher Prudentia 3 - Prudentia 24 1:31 p.m. to 3 p.m. 1744, 1760, 1776 A pitcher used to water a flower garden that grew a legendary blossom Flower Restoration, purification, renewal
The Tricow Prudentia 25 - Caritas 17 3:01 p.m. to 4:30 p.m. 1745, 1761, 1777 A three-headed cow grazing on the stars, a symbol of the three astral bodies (sun, moons, stars), the cosmos itself Star Universality, oneness, containing multitudes
The Mouth of the Worm Caritas 18 - Fides 8 4:31 p.m. to 6 p.m. 1746, 1762, 1778 The mouth of the great worm that will devour the universe, the great light of the end Light Ending, all-consuming, finality
The Headless Reader Fides 9 - Fides 31 6:01 p.m. to 7:30 p.m. 1747, 1763, 1779 A figure whose knowledge was unheeded, a figure of darkness Shadow Forewarning, dangerous knowledge, insight
The Five Brothers Concordia 1 - Concordia 23 7:31 p.m. to 9 p.m. 1748, 1764, 1780 Five heroic brothers who embodied different characteristics, but all working together in a way that complemented each other Storm Complementary skills, unity, community
The Mother of Many Concordia 24 - Sobrietas 18 9:01 p.m. to 10:30 p.m. 1749, 1765, 1781 Mother Universe's face in the stars Chaos Love, acceptance, nurturing
The Burning Scorpion Sobrietas 19 - Patienta 10 10:31 p.m. to 12 a.m. 1750, 1766, 1782 A scorpion whose sting burned like flame who killed a cruel tyrant who mocked it Fire Self-actualization, self-defense, self-esteem

Local variation:
ConstellationSorted ascending Month Hour Year Description Element General Meaning
Grandfather Cougar Humanitas 13 - Prudentia 1 1:13 p.m. to 2:24 p.m. 1746, 1766, 1786 The cougar whose strength was greater than the mountain Beast Ferocity, might, prowess
Grandmother Cedar Operatio 26 - Humanitas 12 12:01 p.m. to 1:12 p.m. 1745, 1765, 1785 The tree whose wisdom guided the people Wood Guidance, insight, roots
The Ax Operatio 8 - Operatio 25 10:49 a.m. to 12 p.m. 1744, 1764, 1784 The tool that defeated the giant monster Metal The right tool for the job
The Black Crow Pudicitia 9 - Pudicitia 26 4:49 a.m. to 6 a.m. 1739, 1759, 1779 A pitch-black crow who guided people through the dark Shadow Secrets, trickery, cunning
The Bowl of the Cosmos Caritas 7 - Caritas 24 4:49 p.m. to 6 p.m. 1749, 1769, 1789 The bowl that carries the universe Chaos Creation, expansiveness, chaos
The Brother of Bears Pudicitia 27 - Mens Humilis 13 6:01 a.m. to 7:12 a.m. 1740, 1760, 1780 The man who befriended two bear cubs and protected his community Earth Kindness, payment, strength
The Dancer Mens Humilis 14 - Diligentia 1 7:13 a.m. to 8:24 a.m. 1741, 1761, 1781 The one who danced with fire and welcomed summer Fire Movement, passion, changes
The Daughter of the Night Sobrietas 24 - Patienta 14 12:01 a.m. t0 1:12 a.m. 1735, 1755, 1775 A young child who counted all of the stars Star Patience, cleverness, awareness
The Echoing Voice Sobrietas 6 - Sobrietas 23 10:49 p.m. to 12 a.m. 1754, 1774, 1794 The voice in the canyon Sound Loudness, repetition, speaking up
The Fragmented Face Concordia 19 - Sobrietas 5 9:37 p.m. to 10:48 p.m. 1753, 1773, 1793 The one who was cursed and broken Glass Pieces, many perspectives, sharpness
The Great Falcon Diligentia 21 - Operatio 7 9:37 a.m. to 10:48 a.m. 1743, 1763, 1783 The falcon who carries the sky Wind Flight, speed, duty
The Healing Woman Concordia 1 - Concorida 18 8:25 p.m. to 9:36 p.m. 1752, 1772, 1792 The woman who gave her life for others Life Beginnings, compassion, giving
The Hundred Hundred Spirits Prudentia 20 - Caritas 6 3:37 p.m. to 4:48 p.m. 1748, 1768, 1788 The unseen ones that helped clean the clearing Microbe Decay, spreading, smallness
The Keeper of the Forest Caritas 25 - Fides 12 6:01 p.m. to 7:12 p.m. 1750, 1770, 1790 The ancient figure who keeps the forest safe Nature Order, protection, nature
The Lost Sailor Diligentia 2 - Diligentia 20 8:25 a.m. to 9:36 a.m. 1742, 1762, 1782 The one whose raft was lost for six years but came back with good news Water Prodigality, fluidity, emotion
The New Guide Fides 13 - Fides 31 7:12 p.m. to 8:24 p.m. 1751, 1771, 1791 The new guide who knows new paths the old one does not Death Transition, newness, endings
The Old Guide Temperantia 20 - Pudicitia 8 3:37 a.m. to 4:48 a.m. 1738, 1758, 1778 The older one who knew the wilderness better than the young one Light Wisdom, experience, sight
The Returning Hunter Temperantia 2 - Temperantia 19 2:25 a.m. to 3:36 a.m. 1737, 1757, 1777 The hunter who returned at dawn as promised Sun Honor, kept promises, illumination
The Strange Speaker Prudentia 2 - Prudentia 19 2:25 p.m. to 3:36 p.m. 1747, 1767, 1787 The unusual one who spoke mysteries Fungus Uniqueness, difference, communication
The Three Huntresses Patienta 15 - Temperantia 1 1:13 a.m. to 2:24 a.m. 1736, 1756, 1776 Three women who hunted under their full moons to catch an evil beast Moons Determination, cooperation, the hunt

Astrologers are seen as hoaxsters and often persecuted for witchcraft.

Some astrologers commune with the stars, connecting to specific constellations and gaining magical powers. These are called camarlis, and the connection they form (called the Zodiac Mind) gives them immense powers.

PRO -1 ATH / STR -1 AWA +3 WIL +2 PRS +2 STH /


Blue Mage

Blue mages wield elemental water magic.

Blue mages gain the power to control elemental water by communing with it. They submerge themselves in the largest nearby bodies of water, tying an iron jug to their bodies to weigh them down, letting the waters fill their lungs, and release themselves to it. Their mentors or other supporters are there to help them if they fail, but if they succeed, engaging in a deep trance while drowning, they become one with the waters. When they are brought back up, if they can drink the water collected in the iron jug, they may gain even more magic. They are trained for years to learn how to do this, and many are severely injured in the process.

To be worthy of being a blue mage, one must understand the lore and be at one with the flow of the water. One must be an ally to the waters of the world, one who will not despoil them, one who is not an enemy to Mother Shem. And one who is attuned to the tides.

During the drowning rites of a blue mage, they wear special rags made of simple fabric (never anything magical). When they emerge from the waters, these rags are collected by the others present and the student is toweled off (unless it's an underwater culture, then they are rubbed down with mud). After the student is dry, they are questioned about their experience. If they are found to have passed the test, the rags are sent to their room, home, etc. If they are found to have failed, the rags are saved for them for their next try. The towels are buried in the mud until the next time the moon is full (whichever full moon they are under). The rags are kept as the blue mage's armor, giving them instant access to the elemental magic permanently encased in them and protection from fire.

If the blue mage has hair, their hair will also be permanently imbued with elemental water. If they submerge it in water, they will be able to better control the flow if the water flows through their hair.

Though they use an iron jug during their initiation, they transfer new water to use into shell-encrusted jugs, jars, or other vessels. They also use aquatic shells, pearls, fishscales, and frogskins in their magic.

Some common abilities include the following:

  • Water control: any water can be controlled by a blue mage, but moving water is easiest. They can urge it onward, change its direction, or fling it about, even turning it into other forms (ice, for instance).

  • Purify water: if they breathe into the water, they can purify it of pollutants in a 30’ diameter circle.

  • Waterbreathing: a blue mage need only suck on their own hair or on a piece of their rags to be able to breathe underwater. This will also make them adjust to the pressure and cold easily.

  • Fluid body: a blue mage in their rags can stretch their bodies a little beyond normal and increase their own athleticism greatly.

  • Aquaspeech: any underwater beings can be communicated with by blue mages if they spend even a short amount of time with them.

  • Improved swimming: blue mages in their rags become much better swimmers very quickly.

  • Water form: powerful blue mages can merge with currents for brief periods, though they risk losing themselves to it.

  • Sense currents: the blue mage can place any part of their body in flowing water and know things about it.

  • Shift current: their touch makes the currents turn, slow down, speed up, or reverse.

  • Rippling splash: a quick slap to the water, will cause both the water and the sound to ripple outward, making the sound seem like it is coming from far away and causing minor disruption to the waters nearby.

  • Murky waters: by shaking up the water in a bottle or other object, they can turn it dark, then wash it over an object to make it less noticeable.

  • Turbulent wake: churning the waters in the wake of a vessel with their hands creates a disruptive, dangerous wake that others must take precaution to sail through.

  • Rising swell: striking the water with a fist will create a large wave that heads off in the direction of the strike.

  • Quiet tide: sprinkling water from their water-carrier into the waters ahead of a vessel while approaching the shore will mask the sound of their approach.

  • Diluvian wall: pouring a gallon of water out around them creates a flood going in all directions, waters rising 6" per round, leaving only a circle of 10' of dry ground around the blue mage.

  • Steam blast: holding a mouthful of water and spewing it out creates a 30’ cone of hot steam.

  • Summon wave: if near a body of water, they can gesture and move with it to build up waves of different sizes.

  • Tidal attunement: if they live near the ocean, they can attune to the tides via meditation, gaining different senses depending on the level of the tide.

  • Alter salinity: if they whirl the water around a little, they can change it from fresh to brackish to saltwater or vice versa.

  • Rain dance: they can perform a little dance to bring a little rain, but not a thunderstorm.

  • Waterheart: blue mages can submerge in water and have empathic senses.

While they can affect ice and snow, it is much harder than liquid water. Vapor is harder as well, save for their steam blast ability.

If a blue mage visits specific kinds of natural bodies of water, they may gain other abilities:

  • Ocean or sea: tsunami.

  • River, stream, creek: sensing magical currents.

  • Lake, pond, pool: aquafauna sense.

  • Wetland: plant speech.

  • Lagoon, bay, gulf: fish form.

  • Strait or channel: water armor.

  • Rain puddle: teleporting between puddles.

Blue mages are sometimes used on ships. Captains and crews look the other way, ignoring the illegal magic use.

PRO / ATH +3 STR -1 AWA +3 WIL +2 PRS / STH /


Domicilier

An astrologer who wears special masks that gives them powers of the planets. Domiciliers (who refer to attuning to different planets as being attuned to the "house" of the planet, hence their name) gain the power to do this by studying the movement of the all orbiting bodies in the system of Sol Angelos, meditating when a planet is in ascendancy, and performing rituals. They must also craft a mask that reflects the power of all of the planets. If they do this and perform the rituals successfully, the gain special powers from wearing their mask:
Orbital body Title Type Acendancy Mask feature Power Description
Colos The Messenger Lava/iron planet Fides 17 - Concordia 5 Wings along the edges Super speed +6 speed
Behial The Warrior Lava/lead planet Concordia 6 - Concordia 29 A bloodstain Increased prowess +3 PRO
Jahur The Temptress Stormy green planet Concorida 30 - Sobrietas 23 A green leaf Seductive aura +3 seduction/PRS
Salit The Blue Jewel Ocean planet, twin to Shem Sobrietas 24 - Patienta 20 A blue jewel Primordial generation Create one natural object
Kruurach The Stone Giant Stone megaplanet Patienta 21 - Temperantia 14 A brown stone Raw strength +6 STR
Avagen The Eye Red desert planet Temperantia 15 - Pudicitia 9 An eye Visions of chaos GM-dictated vision
Inoxuil The Mindflayer Jungle toroidal planet Pudicitia 10 - Mens Humilis 4 Tentacles Mindflaying Steal thoughts or AWA from a target psionically, roll WIL
Gallyneg The Happy Marble Super puff Mens Humilis 5 - Mens Humilis 27 Marbles Happy clouds Clouds that cause euphoria, power 16
Weptaram The Marshal Gas giant Mens Humilis 28 - Diligentia 22 A sceptre Commanding presence +3 command/PRS
Thurudrill The Duke Gas giant Diligentia 23 - Operatio 16 A net Summon storms Summon a thunderstorm 500' wide
Mytoth The Duchess Gas giant Operatio 17 - Humanitas 10 A crown Repelling shield A magical forcefield that has power 16 against any esoteric energy
Daialoth The Ice Giant Ice giant Humanitas 11 - Prudentia 4 Ice or an approximation Freezing blast A 50' blast of frost, damage rating 15/21/27/33
Parsadus The Knight Iron megaplanet Prudentia 5 - Prudentia 28 A sword Increased toughness +3 toughness
Unim The Wanderer Irregular mystery planet Prudentia 29 - Caritas 22 Pink crystal Super stealth +6 STH
Ane The Daughter Tiny icy marble Caritas 23 - Fides 16 A small dot Repeating moment Return to the start of a round or go back in time one minute

Domiciliers are considerd heretics and burnt at the stake if caught.

PRO +1 ATH / STR -1 AWA +2 WIL +3 PRS / STH +1


Earth Mage

Dirt-covered mages who wield the elemental power of earth. They wield it through geodes.

All earth mages must learn earth magic from another who knows it or from some elemental being. Part of their training is to learn about earth and stone, geology and agriscience, and the geological history of the world.

Earth mages start their magical education by being buried alive while fully awake and naked (being given a narrow tube to breathe through) while their mentor performs a ceremony. The dirt that covers them after this must not be washed off. They remain buried until their mentor releases them (usually 12 hours). While naked and caked in dirt, they must also seek out their own geode. A good mentor will have hidden one nearby or performed the ceremony where one may be found; a cruel one will not. Once the earth mage finds the geode, the dirt covering them is absorbed into their bodies, and they begin training on how to wield the elemental magic of earth. After years of training, they are usually able to adequately control earth and stone with their magic. Common abilities include the following:

  • Earthmoving: moving earth and stone of any kind magically. The weight of the earth and stone affects difficulty, as does the distance to move it. A 50 lb. stone is an 8 difficulty to move 50’.

  • Shaping: shaping earth and stone requires throwing dirt on it, then willing it to change. Difficulties vary by the amount of shaping done and the timeframe.

  • Purifying the earth: removing pollutants from a patch of ground is done by lying atop it and breathing into the dirt. A patch of ground 30’ in diameter is an 8 difficulty.

  • Stonespeech: speaking to the earth itself is a profound power of earth mages that requires long hours of meditation in mudflows, deep caves, or buried to the neck in dirt.

  • Geocompass: an earth mage can sense a specific target of earth or stone by holding their geode up and focusing on it. Examples include sensing gemstones, arable earth, a certain amount of salt, a specific hill or mountain, or a specific kind of stone like flint.

  • Earthen wall: an earth mage can create an earthen wall around them 25’ long (usually in an arc), 8’ tall, and 18” thick by slamming their geode into the ground.

  • Mound bump: an earth mage can create a mound 10’ in diameter, 8’ tall, within 30’ of themselves by slamming their geode into the ground.

  • Salt encasement: an earth mage can encase something in salt (size alters difficulty) by placing a salt circle around it.

  • Hill leaping: an earth mage can leap from hill-top to hill-top by mound bumping themselves. This has its risks.

  • Reinforcing earth: making earth or stone stronger, more compacted, more resistant to magic or impacts is done by moving dirt onto it and then willing it to absorb and strengthen.

  • Cave sense: sensing where caves are and how far they go can be done just by touching the nearest stone, closing one’s eyes, and focusing.

  • Canyon sounding: knowing the size of a canyon by shouting into it and listening to the echoes.

  • Calm the earth: if the earth shakes, an earth mage of considerable power can calm it by tamping their feet upon the ground.

  • Fissuring: an earth mage can create a fissure in earth and stone up to 100’ long by sacrificing a crystal within their geode.

  • Petrify/crystallize: to cause something to petrify or crystalize, the earth mage must cast salt upon the target.

  • Crumble: an earth mage can make stone crumble and earthworks decay if they have enough power and some stones to crash together.

  • Cliff step: an earth mage can step to the top or bottom of a cliff instantaneously and without falling or climbing if they are barefoot and holding their geode, and if the cliff is less than 1,000’ tall.

  • Rockfish: "rockfish" is the state of being able to treat solid rock or earth as if it were water. This elite skill is only possible if the earth mage is covered in gem dust.

  • Stoneskin/bones: turning one's own skin or bones to moveable, living stone in order to make oneself better able to resist attacks is done by using mud and dirt to cover oneself and then channeling power from the geode for a minute or more.

  • Gaia’s strength: the earth mage may bury themself under earth for 12 hours and come out with +3 STR for four days.

  • Mountain walk: earth mages can rub dirt on their feet or the feet of a target and make it easier to traverse mountains, including walking up steep slopes, resisting cold and air pressure changes, and alleviating fear of heights. This must be re-applied each hour.

  • Avalanche/mudslide: earth mages may call down an avalanche or mudslide while in the mountains by bracing themself on a slope and holding their geode out, focusing, and pulling. This may break their legs if they are not careful, and if they really fuck up, the avalanche might hit them.

  • Tectonic shift: one of the most potent weapons of an earth mage, they can create small tremors or massive earthquakes by commanding the tectonic plates themselves, usually by slamming their hand as hard as they can into the ground and channeling not just the earth magic in their geode, but as much as they can from around them and from themselves, which may kill them if they are not careful.

  • Earth form: to take the form of living earth or stone completely risks not being able to return (and thus becoming unliving earth or stone), but it allows the earth mage to channel more earth magic than otherwise, and is thus used in extreme circumstances. It requires the earth mage open their geode (thus losing it).

Lava (molten stone) and ice (which is technically a rock) can be affected by earth mages, but they are much more difficult to wield.

Earth mages do not wash the dirt from their bodies. They let it magically absorb to give them powers. If they lose their geode, they lose their abilities. As they use their magic, they must regenerate it by returning to the earth periodically.

Earth mage uses stanenges to amplify their magical powers. A stanenge is an ancient stone circle constructed with massive, rough-hewn bluestones maintained by earth mages for their most powerful rites. A novice will only be allowed to enter the circle once they have finished their initial rites. Inside the circle, they gain +3 to all powers.

If an earth mage has been to every layer of earth on Shem, they also gain more magical powers. The layers are as follows:

  • Highest mountains: above 15,000’.

  • Moderate mountains: 5,000’ to 14,999’.

  • Small mountains: 1,000 to 4,999’.

  • Hill lands: any hills under 1,000’.

  • The general surface: anything below 20’ above sea level.

  • Low lands: any land below sea level but still land.

  • Canyons, crevasses, pits, etc.: anything that is a fissure in the land dropping below sea level.

  • Seabed: the seafloor is a special kind of lower layer.

  • The Lithosphere: any caves near the surface, up to 5 miles down.

  • The Grottos: the pocket caves between 5 and 10 miles down.

  • The Hollow: the vast hollow region between 10 and 15 miles down.

  • The Hypogaeum: the vast tunnel and cavern network between 15 and 30 miles down.

  • The Low Mines: the metal- and mineral-rich layer between 30 and 35 miles down.

  • The Unlighted Layer (called Shadowdeep): the pitch-dark layer between 35 and 45 miles down.

  • The Lost Layer (the Voidbarrens): an infernal zone of negation at precisely 50.5 miles down.

  • The Mantle (Barathrum): an 1,800 mile-thick layer of magma and molten metals.

  • Stagnum Ignis: the outer core.

  • The Inner Core: a zone of peace and calm in the center of the world.

Every time they visit one or find earth, stone, or salt from one, they may gain some power from it. Visiting one gains them an automatic new power if they have never been before. Materials from a layer gains them increments of magic. Energies vary.

Earth mages are sometimes exploited for their abilities if they are not outright criminalized and feared.

PRO -2 ATH -2 STR +2 AWA +1 WIL +3 PRS -2 STH +1


Elementalist

An esotericist who can wield the powers of earth, fire, water, and wind. To wield all four is rare - most can only wield one - but possible. It requires variations on the ceremonies and rites used by blue mages, earth mages, incendia, and magonians, and the powers elementalists wield are weaker than all four, but obviously more versatile.

The four rites elementalists use are altered versions of those used by their more specific cousins:

  • Rite of burial: they are underground for less time and do not require a geode. A common stone is used.

  • Rite of drowning: no iron jug is used and they do it less often, but it is otherwise very similar. Instead of drinking from the jug, they swallow water from the body of water used.

  • Rite of fire-charming: they use weaker fuels and generally do less work to charm the fire.

  • Rite of wind-tricking: they use a more common material for their satchel and spend less time holding it.

They gain weaker abilities and less power, but still have some control over each element. Consult the GM (and see the relevant occupations) for a list of abilities.

PRO / ATH +1 STR +1 AWA +2 WIL +2 PRS +1 STH /


Hedgemaster

A create of magical hedge mazes.

To be a hedgemaster, one must commune with the greenery around them. There must be a sufficient amount of hedges or plants that can be shaped into one nearby, a certain density of plantlife, for there to be enough to be communed with. A forest, grassland, or wetlands will work. Greenhouses, gardens, orchards, and farms will likely also work. Green hills and mountains, underground forests, and the plant life of other worlds also works. But a few houseplants or the nearby potted sapling don't generate enough to work. A rare collection of trees within a desert or an oasis may be enough, but it will vary by location.

Communion requires mindfulness of all plantlife around the hedgemaster and a deep meditation. The aromas of plants, the feel of grass beneath them, the way the canopy alters the light, the sound of leaves crunched underfoot or the swish of branches in the breeze, these must all be taken in as the mind slips into the collective consciousness of the green. Once meditating, the hedgemaster must be accepted by the plants. This requires they not be involved in, for instance, industrial pollution, logging, or serial littering. In other words, you must be a friend to the plants. Once this is done (a series of AWA and WIL rolls), the hedgemaster will be able to sense the energies around them when they are near enough greenery. To draw these energies to oneself to use, one must have a hedge near enough to touch and, using the power to sense these elemental energies gained from green communion, focus on the breath of the plants and sync with it, focus on it, and will it inward.

Once a hedgemaster has done this, the hedges will give them a leaf. These will give the hedgemaster the power to shape the hedges and control the shape of their maze:

  • Encourage growth: they can make hedges grow with a touch.

  • Alter path: they can alter the paths within their maze.

  • Encasing green: they can encase a target in a wall of hedges.

  • Entangling grasp: they can make roots come out of the ground to grab a target.

  • Shape hedge: they can alter the shapes of hedges.

Other abilities are probable. Consult the GM.

PRO +1 ATH / STR +1 AWA +2 WIL +3 PRS -1 STH +1


Incendium

An incendium knows that fire acts alive. It consumes fuel (food) and replicates itself (reproduction). It dances with them. It moves. It breathes. And so it must be treated as a living thing, even if technically it is not. It must be fed and cared for. It must be tended. Incendia gain their powers over fire by treating fire very well, seducing it, engaging with it, bonding with it.

First, they must gather some fire. Using a special bottle (usually made of high temperature glass), they lure the fire in by placing a piece of coal or wood within, or a firefly if they can catch one. They then place the bottle open, near a fire. Eventually, some of the fire will leap into the bottle, and if they stopper it (with a cork or stopper made of the same kind of glass) quickly enough, the fire will be caught. From there, they feed it regularly, treat it well, and even talk to it, keeping it safe and comfortable until it is time for them to release it.

Releasing it can be done in three ways: opening the bottle and pouring it out, smashing the bottle, or drinking the bottle. The first one is done if they intend to recapture the flame and reuse it later. The fire will be weaker after being used, however. Smashing it is done if the attack is intended to be wild and undirected. The third is done if the wielder wants complete control over the flame. They must be very careful doing this, because if the fire is displeased with them, it will burn them. Some flames get very angry at being imprisoned, after all. But incendia are very knowledgeable about how to keep flames happy.

There are many kinds of flame in the world, but only some are available in the colonies:

Flame Description Effect Power
Smoke Any kind of smoke Obscuring and suffocating 1+ (determined by quantity)
Ash/ember Hot ash or embers Mild burning, clinging 2
Spark A small mote of flame Quick minor burn, may catalyze a larger fire 2
Match flame Flame from a lit match Minor burn, may catalyze a larger fire 3
Candle flame Flame from a lit candle Minor burn, minor heat aura, clinging, may catalyze a larger fire 3
Incense flame Flame from incense Minor burn, potent aromas 3
Grease fire Flame from burning grease Minor burn, difficult to put out, clinging, heavy smoke, may catalyze a larger fire 5
Torch flame Flame from a lit torch Moderate burn, minor heat aura, moderate smoke, may catalyze a larger fire 7
Firefly light The phosphorescence of a firefly Minor burn, extensive lighting, subtle call 1+ (determined by quantity and age)
Burnt offering Flame from an offering made in a religious context Moderate burn, moderate heat aura, minor smoke, potential ambrosial effects 6+ (depending on offering)
Slow burn Fire from brush clearing Moderate burn, difficult to put out, moderate smoke, easily controlled 8
Fireworks Fire from fireworks Moderate to major burn, hard to control, explosive, moderate smoke, may catalyze a larger fire 4+ (determined by quantity of powder)
Gunflash Fire from shooting a gun Very quick moderate to major burn, hard to control, explosive, moderate smoke 5+ (determined by quantity of powder)
Camp fire Fire used for warmth or cooking outdoors Moderate burn, moderate smoke, easy to control, may catalyze a larger fire 7
Bonfire Large communal outdoor fire Major burn, moderate smoke, easy to control, may catalyze a larger fire 10
Votive flame Fire used to sacrifice something to a higher power Moderate burn, minor smoke, easy to control, may catalyze a larger fire, may have aligned power 6+ (depending on votive offering)
Neatsfire Fire produced by friction Moderate burn, easy to control, may catalyze a larger fire, minor smoke 9
Flare An intense, brief flame often used in signaling Moderate burn, bright light smoke, noisy, hard to control, may catalyze a larger fire 11
Incendial flame Fire from another incendium’s breath Strong burn, easy to control, may catalyze a larger fire 12
Coalseam fire Fire from a burning coal mine Very strong burn, slow burn, hard to control, heavy smoke, rapid spread, unending 17
Blaze A generic name for strong flames with no special origin Strong burn, heavy smoke, hard to control, may catalyze a larger fire 15
House fire Fire from a burning house Strong burn, heavy smoke, hard to control, rapid spread, vengeful 15
Cannon flash Fire from shooting a cannon Strong burn, heavy smoke, explosive, hard to control, may catalyze a larger fire, concussive force 13
Pyromancer's flame Flames used to scry Moderate burn, easy to control, allows for scrying 12
Beltane Flames from fires used at Beltane Strong burn, moderate smoke, easy to control, dances, empowered by passion 16
Ka'ar flame Flames from a ka'ar (elemental) Strong burn, easy to contorl, light smoke, may catalyze a larger fire, can be shaped 14
Salamander Flames from a salamander (animal / elemental) Strong burn, easy to control, light smoke, may catalyze a larger fire, hides easily 13
Funerary flame Flames from a funeral pyre Strong burn, very heavy smoke, very hungry, toxic, spreads grief 12
Bloodfire Burning blood Strong burn, clinging, burns only bodies 13
Phosphorous Heat or flame from phosphorous Intense burn, clinging, moderate smoke, difficult to put out, toxic, clinging 15
Furnace flame Flame from a furnace or boiler Strong burn, moderate smoke, hard to control, very hungry 15
Wild fire Disastrous, uncontrolled fire Very strong burn, very heavy smoke, very difficult to control, rapid spread, insatiable 19
Firewhirl A tornado filled with flame Very strong burn, moderate smoke, very difficult to control, rapid spread, insatiable, tornadic 20
Astila Flames used by sgadugi spirits that are imbued with an intense amount of fire magic Very easily controlled 17
Bomb flame Flames from an exploded bomb Very strong burn, heavy smoke, explosive, concussive force, rapid spread, hard to control 16
Megalifotia Greek fire, only owned by the local military Clinging, very strong burn, moderate smoke, rapid spread, easy to control 17
Hellfire Infernal flame, very rare Clinging, very strong burn, heavy smoke, rapid spread, hard to control, burns souls 16
Conflagration Generic name for very powerful fire Intense burn, heavy smoke, very hungry, hard to control, rapid spread 22
Viridianite flame Elemental flame Easy to control, very strong burn, heavy smoke, alive, intelligent, can bond with, elemental aligned, may catalyze larger fire 18
Sunfire Flames from the sun, difficult to gather Intense burn, very bright, may catalyze larger fire, very difficult to control, golden in color 19
Raven Fire Flame from a raven mocker Hard to control, moderate burn, no smoke, infernal 19
Dragonflame Flames from dragon breath, very rare Intense burn, moderate smoke, rapid spread, hard to control, roaring, absorbs other energies 19
Argentflame Flames of life, very rare Moderate burn, heals elementals, harms infernals 15
Fulvousflame Flames of liberation, very rare Strong burn, melts chains and jails, doesn't harm the imprisoned or enslaved, hard to control 15
Kartadsin Flames of judgment, very rare Intense burn, harms only evil, impossible to control 16
Faeriefire Dream flames, very rare Minor burn, minor smoke, illusory, burns the mind, confusion, impossible to control 14
Firebird flame Flames from a firebird, very rare Intense burn, revives 16
Eternal flame An undying flame Strong burn, moderate smoke, does not go out, very difficult to control, may catalyze a larger fire 11
Fire of atrocity Flames from a mass death event Intense burn, very heavy smoke, impossible to control, kills the soul of the user, insatiable, rapid spread, infernal 17
War fire Flames made during battle or war Strong burn, very heavy smoke, hard to control, rapid spread, targets people and structures, very angry 17
Lake of fire Flames from the infernal lake of fire Intense burn, very heavy smoke, hard to control, rapid spread, burns souls 19
Eldritch flame Green and white flames from the Eldritch, infernal deities of doom Cold burn, no smoke, destroys minds, sickens, fills with fear, inflicts doom 25
Incendium Pure elemental fire Intense burn, moderate smoke, easy to control, may catalyze a larger fire 20

Incendia are considered dangerous in most places. Their arts are not criminalized, but they are regulated and exploited.

PRO +1 ATH +1 STR / AWA +2 WIL +1 PRS +3 STH /


Magonian

A magonian is a wind mage, one who wields elemental wind by capturing it in satchels and releasing them as a controlled force. The term originates from an ancient sky city. While almost anyone can learn these arts, those who have or are attuned to wind are more likely to excel at it.

To capture the wind, they need a special satchel made of magical materials, usually hippogriff leather, the skin of a flying whale, or the feathers of a rukh or other great elemental birds. These satchels also have stone or iron buckles which are heavy enough with other elemental energies to prevent the wind from opening the satchel.

These materials are deeply rare, and most must go on a quest to find them. It is said the original legendary hero who captured the Four Winds in a bag used a simple sack. Theoretically, any sealable bag would work, though it would take a magonian of incredible skill to do so.

To grab the wind in the satchel, they must hold open the satchel toward a natural wind, then trick it into staying within long enough to seal it. Sometimes, they add a little of their own breath into the satchel to help entice the wind in. To trick the wind, they must know what kind of wind they are capturing (a breeze, a gust, a gale, a whirlwind, etc.), and they must know from which direction it blows (north, south, east, west, southwest, northwest, southeast, northeast, north-northeast, south-southeast, east-northeast, east-southeast, etc.). This will tell them what kind of lie to tell the wind - the north wind is the least easily tricked, the fickle west-southwest wind the most. Knowing the right lies to tell is something they learn from mentors, from legends, or through trial and error, but they can't use the same lie twice in the same year.

Every satchel has its own magical strength, and some winds are too powerful for certain satchels.

Some magonians buy or trade for captured winds rather than do it themselves.

Once captured, a wind can be released to wield its power. The magonian must keep the wind sealed long enough to forget it was tricked (ranges from a day to a year and a day), and then they must convince the wind once released to help them. This usually requires asking it a riddle, giving it an offering, or simply asking it nicely, depending on the wind:

Wind Price Gust strength
North Soul offering 22
South Heart offering 22
East Mind offering 18
West Body offering 18
Northeast Riddle 15
Southeast Riddle 15
Northwest Riddle 15
Southwest Riddle 15
NNW Simple ask 11
NNE Deception 11
WNW Honesty 11
ENE Simple ask 11
SSW Simple ask 11
SSE Honesty 11
ESE Simple ask 11
WSW Deception 11

These are some of the different wind strengths and how they modify the above:

  • Light breeze: the most common and lightest of breezes, barely noticeable

  • Aura: a slightly stronger breeze, refreshing

  • Sea breeze: a breeze off the sea with sea spray, aroma, and vapor

  • Mountain breeze: a breeze down from the mountains with a slightly sharper chill

  • Strong wind: a wind that is noticeably stronger than a breeze, strong enough to whip your coat or hair, for instance

  • The Hawk: a sharp, biting urban wind, very cold and very bitter

  • Waterspout: a small tornado filled with water

  • Galeforce: winds, typically sea winds, between 32 and 63 mph--very strong

  • Tornado: a massive, powerful whirling wind that wreaks massive destruction

  • Fire whirl: a small tornado filled with fire

  • Hurricane: the winds of a hurricane (not the whole storm), reaching up to 300 mph

  • Astral wind: cosmic winds from deep space, a stream of various particles that might not reflect the air of Shem, often radioactive, astral aether

  • Solar wind: a stream of solar energy, coming directly from the sun, solar aether

  • Windrose: a special combination of the four compass winds

  • Da-jo-jo: panther wind

  • O-yan-do-ne: moose wind

  • Winds of fortune: winds made of the fortune energy, impossible to control

  • Tanuna: a Divine Wind, a wind made by the Sky God that can only be controlled by the most powerful magonians, legendary

  • Imhullu: a wind from before the creation of the universe, a powerful wind only spoken of in legend, a wind more powerful than any ever conceived

Magonians are often enslaved or exploited for their magic, and thus, many try to hide it.

PRO +1 ATH +2 STR -3 AWA +3 WIL +1 PRS +2 STH /


Mycologer

A wielder of elemental fungi magic.

To do this, they must first commune with fungi. This requires burying themselves beneath a bed of fungi and sleeping there for six days with no food or water save what nature provides. They then must rise up without washing off any of the fungi, which will be growing into them, and going under a new or full moon to bleed into another bed of fungi of a different species. They repeat this process every month for thirteen months. If they survive, they will begin to understand fungi deeply and sense their magical properties. They will also permanently have mushrooms growing out of parts of their bodies, whom they speak to and hear answers from that never make sense and are only audible to themselves. This is never distressing to them.

In this state, they can speak to and understand other fungi as well, and with those abilities, they can coax fungi to create many strange effects:

  • Mycelium communication: the mycologer can mark any six people as part of their mycelium network and silently communicate with them.

  • Strange visions: the mycologer can hallucinate and see unexpected things.

  • Molding spread: the mycologer spreads mold with their touch.

  • Spore cloud: a cloud of spores 20’ in diameter floats away from the mycologer.

  • Poisonous wind: mycologers can unleash a cloud of poison that flows like the wind, 5’ diameter cylindrical blast 100’ long.

  • Liquifying acid: mycologers can spew a stream of acid from fungi in a flat 20’ cone, damage level 10/14/18/22.

Mycologers are not at all understood or even known about well enough to be persecuted.

PRO / ATH -1 STR +1 AWA +3 WIL +2 PRS -2 STH +1


Tempestarii

Tempestarii are weather mages who use folk traditions for their magic. They are distrusted around the world, but they are also often found in villages where they are paid to keep bad weather away.

The most basic thing a tempestarii can do is direct the weather. Targeting weather at an area requires merely nudging storm clouds or winds, usually, which requires using a vane, a special staff tipped with a weather vane (usually but not always made of bronze). The vane must be attuned every day to the local weather by letting it "soak" in the weather for the first hour after dawn (or the first hour after midnight if in a place where the sun does not rise or does not set within a 24 hour timeframe). After soaking the vane, in order to direct the weather, the tempestarii must take the vane to the highest place they can find (the closer to the clouds, the better), and then sacrifice something--animal, vegetable, or something of personal value--with either a bronze knife or hammer. In order to direct the weather from that position, they must then take nine coins and place them on the ground in a circle around themselves, then tap the bottom of the vane to the coins in the direction they wish to direct the weather. If their will is powerful enough, it will work.

They have up to six of the following to start:

  • Clement aura: everywhere within 30' of the tempestarii is pleasantly warm without any unpleasant weather effects.
  • Blast of hail: a cone of wind and hailstones hits 30' in front of the tempestarii, damage rating 13/19/25/31.
  • Sleet slick: sleet falls in a 30' radius around the tempestarii, slickening the ground.
  • Hazy blur: the tempestarii becomes a hazy blur, gaining +3 to dodge and +1 to STH.
  • Cloak of mist: a cloak of mist forms around the tempetarii, giving +3 to STH and +1 to dodge.
  • Bank of fog: a roiling wall of fog forms in a 50' radius around the tempestarii, obscuring everyone within it.
  • Torrential rain: rains fall hard in a 100' radius around the tempesarii, obscuring everyone within it, soaking them, dousing fires, and possibly causing flooding.
  • Soothing rain: a gentle rain falls in a 100' radius around the tempestarii, calming emotions, damepning everyone, and making it harder to maintain fires.
  • Snowwalk: the tempestarii can walk easily on snow.
  • Sunshower: a sunshower (sunlight and sprinkling rain) falls in a 50' radius around the tempestarii, calming emotions, warming or cooling people, and on an exceptional success or more, reducing wound levels by one.
  • Thunderous boom: a shattering peel of thunder causes 12/18/24/30 concussive damage in a 30' radius, deafening anyone who makes a special stun failure or more, and breaking glass on a special hit or more.
  • Lightning bolt: a bolt of lightning, damage rating 19/26/33/40 streaks out from the tempestarii's vane in a line 50' long. If someone is within 10' of the line, they must roll dodge or be hit by a branch of it.
  • Dark cloud: a dark cloud forms in the skies over the tempestarii, reducing light levels significantly.
  • Galeforce wind: winds of STR 35 flow in a 100' line out from the tempestarii's vane.
  • Pleasant breeze: a pleasant, cooling breeze flows out in a 100' line from the tempestarii's vane.
  • Brutal gust: a short, hard puff of air flows out in a 30' line, STR 25.
And one of these:
  • Harrowing windstorm: a windstorm 500' wide forms around the tempestarii, winds STR 30, wreaking havoc everywhere within the range.
  • Rasping sandstorm: a sandstorm 500' wide forms around the tempestarii, winds STR 25, blinding anyone within it, and rasping anything susceptible to being rasped down (metal, stone, etc.) at a power of 20.
  • Ominious storm: a powerful thunderstorm 500' wide forms around the tempestarii, winds STR 20, thunder power 15, lightning power 16/23/30/37 hitting at random, torrential rains, and possible hail.
  • Blizzard winds: snow-laden winds at STR 16 flurry around the templestarii in a 500' wide circle, dumping 10" of snow and bringing cold damage to all within it.
  • Tornado: a tornado of STR 50 forms near the tempestarii and unleashes all hell.
And these must be earned in-game:
  • Summon nor'easter: a non-tropical cyclone 30 miles wide brings massive devastation, coming in from ten miles away, moving at 50 mph, bringing winds STR 40, thunder power 15, lightning power 16/23/30/37, massive waves if near water, short-burst tornadoes, possible hail, and torrential rains.
  • Summon cyclone: a tropical cyclone 100 miles wide brings massive devasttion, coming in from 25 miles away, moving at 100 mph, bringing winds STR 60, thunder power 15, lightning power 16/23/30/37, massive waves if near water, short-burst tornadoes, possible hail, and torrential rains.
  • Wall of storms: a wall of storms 1 mile wide (a derecho) rolls in from 5 miles away, moving 30 mph toward the tempestarii, bringing devastating thunderstorms with it - winds STR 25, thunder power 25, lightning power 19/26/33/40, torrential rains, possible hail, and maybe a tornado.
  • Firewhirl: a fiery tornado of wind STR 30 and fire damage 20/26/32/38.
  • Waterspout: a waterspout tornado of wind/water STR of 40.
  • Dustdevil: a tornado of dust and sand with wind/sand STR of 30 rasps at a level of 35.

Other spells may be possible. Consult the GM.

Large, loud bells, especially church bells, will dissipate a tempestarii's storms if run twelve times in the midst of the storm. Flowers blessed by any legitimate faithful and tied to a post in an area targeted by a tempestarii will protect crops from their magic.

PRO / ATH +1 STR -1 AWA +2 WIL +4 PRS -1 STH -2

Topic revision: r2 - 09 Jul 2025, SallyJaneBlack
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