Khentkaus I

2nd Generation.  Wife of Userkaf.  1st Sired of Userkaf in 2492 BC.

Curses
Allergy to Wood: If a wooden shard or lance of holly was thrust in her or her blood kin's heart, they would lie as if dead until the wood was removed.
The Three Curses of Userkaf's Blood: Sun Bane, Pall of Death, and Blood of Life.
True-blood Feud: with Nephremkhet's blood.
Curse of the Guardians: All of her line respect and fear cats owed to a curse Anubis laid on her blood for the blessing of Tawret.
Curse of the Womb of Life: all of her line were cursed that should their flesh contact running water it would cause immediate immobilization until contact ceased.  Running water represents the womb of life in this curse.  Direct contact with the flesh must be made.  Clothing can act as a barrier even if they get wet.  Running water includes; any kind of river, creek or stream, ocean tides, rain, and even running water from a faucet or hose.  Relatively still water such as lakes, ponds, pools, and baths do not trouble these vampires.
Guardians of The Covenant:  Khentkaus observed the Covenant as Law, and named all of her blood, guardians of this Law, for she saw that it was wise and good not to invite mortals to hunt them, or to cause hysteria by making their presence as undead known among mortals.

Information
Khentkaus are amongst the most powerful of the Anubian vampires.  As such, they are also the most strictly lawful, particularly concerning their own clan.  Because the Nephremket branch of this dynasty is so prolific, the Khentkaus are very watchful of their more unrestrained and often unruly cousins and are rigorous about keeping them in line, as such, the most lawful of the Khentkaus vampires tend to become enforcers of the Black Veil covenant.   Although these vampires weild great power, they also have more curses to contend with than most other Anubians.  Their power seems to have come at a great cost.

Ramses  III {Born as Merneptah in 1202 BC}:  3rd Generation True Born Son got of Khentkaus I and Ramses II.  Khentkaus had taken possession of Isinofre's physical vessel and soul and was Ramses II's wife in her place.  He died in the year 1167 at the age of 48.   He aged well looking 10 years younger, and it was widely spoken he had been blessed by Re.  The fact that he was half vampire might have played a part in it, although he was mortal until his death delivered him out of darkness into immortality.

Dynasty of Kentkaus
Ramses III-3rd generation true born
Reese-4th Gen-1999, sired by Ramses.
Kaser-4th Gen-900 BC, sired by Ramses.
Eziekiel-5th Gen-750 BC, sired by Kaser
Leon Namwroth-4th Gen-506 BC, sired by Ramses III.
Malakor-5th Gen-23 BC, sired by Leon.
Kassel Namwroth-5th Gen-1806, true born got by Leon, who was lost to him until he came into his 15th year under the name Terrence Reid.
Enya McCounnaghey-6th Gen-2002, sired by Kassel.
Rohan Namwroth-6th Gen-2002, true born got of Kassel and Enya
Dal Mensha-5th Gen- force sired by Leon who was dominated and made to sire Dal. 

Dynasty of Nephremkhet
Enemy Clan branch of Khentkaus - See their page
Nephremkhet-3rd Generation-2289 BC, sired by Khentkaus
Isariman-4th gen-2180 BC,  sired by Nephremkhet
Malhama-4th gen-2100 BC, sired by Nephremkhet
Hasseim Albaghdah-5th Gen-2050 BC, sired by Isariman
Gilhiam Duinr 5th Gen-1989 BC, sired by Malhama
Many where the children Sired by Isariman and Malhama's line. 

Ramses inherited from his mother, the 'Blessing of Taweret' which was the ability for vampires to spawn 'True Born' children from mating with mortals in 'season' or with vampires that were also born with this blessing.  Those vampires reborn with this blessing could only spawn children by birth until they sired a progeny after the birth of child.

Those children engendered from mortals, would live as Dormant Vampires, as mortals until their deaths, and on their deaths would they reawaken as Vampires from the darkness of Duat, the realm of the undead.

1 d100 roll each mating. 1-5 and twins are conceived, 6-15 and a child is conceived.  Growth Rate:  With Mortal mother-Normal growth rate.  With vampiric Mother-1 month for each week.

Anubian Trait Abilities

All of these abilities share the same level. When a level is gained in Anubian Trait Abilities, all traits increase by that level. This level decides the base level of the vampire.

All Anubian Vampires share these abilities and traits in common unless stated otherwise.

Haze of Forgetfulness:
the vampire can haze the mind of a blood victim or a witness to make them forget anything they have observed or experienced in concerns to the vampire since laying eyes on them. The subject simply has a hole in their memory, a black out, of that duration. This power must be used on a subject within 24 hours of first encountering the vampire for it to be effective. Success depends on the vampire covering the subject's eyes or brow with his/her hand for a count of 30 seconds (-1 second per level to time of 5 seconds) while applying this ability. All Userkaf vampires have this ability.

Mending Kiss:
the vampire's saliva heals the flesh of minor wounds (cuts, punctures, and abrasions) but cannot mend serious or fatal wounds. All Userkaf vampires have this ability.

Selective Command:
The Power to command who is, and is not affected by the Vampire's powers and abilities. All Userkaf vampires have this ability.

Temple of Prowess

Strength: +5, and +1 per level
Stamina: +5, and +2 per level
Agility: +1 per level
Stealth: +5, and +1 per applied stealth gift level
Regeneration: +5 per turn, +1 per level

Senses of the Damned

Sense Presence: the vampire can sense when others are near. Opposes cloaks which conceal presence or powers which resist senses.
Identify Presence: the vampire can identify those it senses.
Localize Clan: the vampire can sense the presence of and locate any clan member (unless the clan member is cloaked from senses and senses cannot penetrate the cloak with higher power).
Preternatural Senses: olfactory, vision, aural, even sense of taste and touch is enhanced by trait level of vampire.
Paranormal Sense: vampire can sense the presence of spirits, demons, and devils, identify and commune with those they sense.

Heart of Darkness: Ritual knowledge gained with this power, and the power to preserve the heart of a victim in a ceramic jar or strong box and maintain a bond with that victim through the heart.  The victim, mortal or otherwise, lives so long as the heart is kept under enchantment by the seal of its container, and the vampire can always locate the victim at will through the heart.  If the heart is destroyed, so is the victim.

Ancestral Abilities

Telepathy
1-{1-3}  Touching subject.
2-{4-6}  Within 30 feet of subject.
3-{7-9}  Within visual range of subject.
4-{10-12}  Within same city/borough as subject.
5-{13-15}  In same state/providence as subject.
6-{16-18}  In same country as subject.
7-{19-21}  In same world as subject.
8-{22-24}  Able to contact various subjects at same time anywhere in the world.
9-{25-27}  Able to contact subjects anywhere and at any distance.
10-{28-30}  Able to create mind gates to influence subject through telepathic connection.
This Power can ONLY be unlocked in another by their Sire with these words spoken as the Sire places his hand upon his Progeny's brow- "Udjat Khonsu Kemet"  The eye of Horus called to the black sands-{children of Egypt.}

Presence
The power to manipulate the emotions and mind of others through the vampire's presence.  Presence can be resisted by Willpower vs. Constitution of Effect.
1-{1-3}  Infatuation-Subject becomes intrigued with the vampire and desires them.
2-{4-6}  Induce Fear-Subject fears vampire and compeled to retreat from vampire's presence.
3-{7-9}  Respect-Subject is awed with the vampire, and trusts what the vampire says to them.
4-{10-12}  Induce dread or Euphoria-Vampire can induce others to either dread their presence and have an impulse to flee from them, or feelings of euphoria which make subject feel giddy.
5-{13-15}  Induce Obedience or Rage-Subject obeys the vampire, or vampire can send subject into a violent rage focused on another subject.
6-{16-18}  Induce Frenzy or Sleep-Vampire Induces a frenzy in another person or vampire and directs that frenzy towards a select subject, or charms subject into a deep, restful sleep.
7-{19-21}  Dominate the Will-Vampire's presence dominates another and brings their will under their command for a day or two.
8-{22-24}  Command the Will-Used with Dominate the will, the subject is under absolute command of vampire.
9-{25-27}  Enslave the Will-The subject's will is enslaved to vampire until the vampire releases them.
10-{28-30}  Master of the Horde-Induce multiple targets within an area of a city with any emotion and influence that emotion towards an end.

Charms of the Undead
Charms can be resisted by Willpower and Logic vs. Willpower and Constitution of Effect.
1-{1-3}   Stupor-Vampire scrambles subject's senses making them dazed and confused.
2-{4-6}   Visual Projection-Subject sees glimpses of things that are not there which vampire projects from his mind.
3-{7-9}   Sensory Illusion-Vampire causes another to smell, feel, hear or sense things that are not there.
4-{10-12}   Deluded Perception-Subject's perception is deluded by false visions, scents, sounds.
5-{13-15}   Dementia-Subject collapses into a full blown, schizophrenic attack and can not tell the difference between reality and delusions.
6-{16-18}   Abhorrent Psychosis-Subject hates everything in sight and rants and raves about what they hate about it, growing unnaturally violent as their temper boils over with abhorrence.  Vampire meanwhile blinds subject's perception to their presence.
7-{19-21}   Insanity-Vampire implants subject's mind with a permanent psychosis, determining what triggers it and the effects of that trigger.
8-{22-24}   Addled Dementation-Subject is reduced to a permanent state of dementia and become very absent minded, forgetting one moment to the next while they are incapable of separating reality from their frequent hallucinations which include touch, taste, hearing, scent and vision.
9-{25-27}   Nightmare Reality-Victim lives a nightmare of their worst fears and is unaware it is all a delusional manifestion of their deepest dread.
10-{28-30}   Architect of Reality-Vampires invents subjects sense of reality, dictating every aspect of their mental, physical and emotional perception.)

Vampiric Haste
Time actually slows for the vampire giving the appearance of speed.
1-{1-3}  Superhuman Movement-Five times faster than a human sprinter.
2-{4-6}  Blurring Movement-Phasing speed which makes vampire blur from vision.
3-{7-9}  Blind Eye Movement-Quicker than the eye.
4-{10-12}  Phasing Movement-Surpasses tangible and material objects.
5-{13-15}  Active Applications-Hasted Weapons and combat.
6-{16-18}  Phasing Gate-Phase out of one place and into another.
7-{19-21}  Twain Haste-Ability to haste another with self, hasted subject must physically pull other with them.
8-{22-24}  Time Gate-Phase past time effects.
9-{25-27}  Twain Time Gate-Phase past time effects with another, hasted subject must physically pull other with them. 
10-{28-30}  Formulation of Commands-In creating improvised haste effects, blending haste with other gifts, creating haste imbued artifacts and items.

Vampiric Temple
1-[1-3] Fangs:  +1 damage per 100 years of age with max damage of +5.
2-[4-6] Claws:  +2 damage per 100 years of age with max damage of +8, or +15 with large claws and hands and huge vampire form.
3-[7-9] Wings:  If Winged; Massive, bat-like wings, vary in color from black, grey, brown to white if vampire is albino, retractable, can shield from attacks but ability to fly is compromised if wings are badly damaged. Flight must be learned and perfected. Flight Level = Vampiric Temple Level. Wing Fortitude is 50% of fortitude. If not winged, clan has an animal form.
3-[7-9] Improved Prowess:  +2 Fort, Strength and Regen, take with or without wings.
4-[10-12] Vampire Form:  can dmg. foe with fangs, wings and claws in an attack, and can block with wings as well as take flight. +2 Fort, Strength, and Regen, includes beast or bestial forms if vampire has any.
5-[13-15] Enhanced Vampire Form:  combine physical advantages. Height up to +3 feet, with +1-HB range bonus per increased foot, +3 Fort, Strength and Regen. Includes ether forms shift if vampire has any.
6-[16-18] Master Vampiric Form:  Stature and muscular increase in complete shift of Fangs, Claws, Wings, Height, Bestial Form (if any) and Claws while fortitude, strength, and regeneration is enhanced +6, Stamina is enhanced x 2.
7-[19-21] Vampiric Menace:  Shadows spread around vampire and presence emits an aura of terror in full form shift. Level = # d6 +7 vs. Constitution.
8-[22-24] Physical Majesty:  Vampire can use vampiric temple with supernatural haste in combat combinations for +1 HB or AR per ace, or haste winged flight. All physical checks increased by +8, Stamina enhanced by  x 2 + 10.
9-[25-27] Arcane Prowess:  Vampire can imbue their claws and fangs with their blood to inflict a gift effect on a victim, and have great command of presence, their inborn gifts of haste are at the highest level, their strength phenominal with +2 d6 bonus on all PA or MA rolls and all other gains of majesty.
10-[28-30] Godly Presence:  Vampire can enhance in height and increase presence dramatically, their shadow spreading to eclipse an area up to 50 yards in perimeter, while their presence radiates their chosen state of mind so potently that the will and mind of those who fall under their shadow crumbles, -10 d6+10 to Subject's Willpower and Constitution.
11- {31-35} Improved Power - +1 to any temple stat, use any temple ability at this level.
12- {36-37} Improved Power - +2 to any temple stat. use any temple ability at this level.

Dynastic Powers

Powers of Amun Re
Healing Touch: restores strength and stamina and heals minor wounds.
Restoration: restores lost strength, stamina, willpower and health, or other physical or mental attributes which have been drained.
Regenerate: heals deadly wounds.
Decontaminate: rids the body of poisons, disease, and impurities to restore it to a healthy state.
Blessing of Aman Re: protects against one called factor for a period of up to +1 week per success, and +1 month per success on a crit, as called.
Resurrection: success dependant on HP being fully restored before vampire passes out from stamina loss.
Info:
All are touch powers. 
Healing does +5 HP per success, +10 per ace. 
Resurrection does +10 HP per success, +50 HP per ace.
Cost to use power is -1 stamina per 3 levels applied.
Power has one level that is applied to all healing feats.  Lower level of power can be applied.

Path of Thoth
Path of Wisdom and Understanding.  To see within yourself and embrace the truths within.  To know when to act upon aspects of your nature.  To Understand the world and those creatures within it.  To judge and act with wisdom.  Priesthood of Thoth granted once follower of the path attains all spheres of wisdom. 
Rituals:
1-(1-3} Summon the sight of Horus - Command Path to Divination.
2-(4-6} Seek Wisdom - Ask one Question and have it answered.
3-{7-9} Locate Someone - Seek knowledge of where someone is.
4-{10-12} Seek one aspect of present knowledge about someone.
5-{13-15} Seek one aspect of past knowledge about someone.
6-{16-18} Seek one aspect of future knowledge about someone.
7-{19-21} Beckon Vision - A Past or Present Vision is shown to vampire.
8-{22-24} Premonition - Vampire is shown future events.
9-{25-27} Reveal Life - The entire life of someone, from beginning to end, is shown to the vampire.
10-{28-30} Bestow Vision - The vampire can summon knowledge of the past, present, and future, and bestow visions of what is seen to others.  Such knowledge must be shared very carefully, for if history is changed by sharing future knowledge, the vampire shall be cursed and returned to a mortal state, and lose all their vampiric knowledge.
 
If Horus refuses to answer to the Summoner's call (successes do not equal stamina level applied)  he shall strike them Blind for a number of days equal to the Summoner's failures to honor the path of Thoth. {Days Blind=Number of 1's + Successes rolled.  Vampire may NOT call on the Sight of Horus while blind.}  

Power of Anubis (Necromancy)
The power of Life and Death
1-{1-3}   Healing Aura - Heals minor wounds.
2-{4-6}  Healing Grave - Heals serius wounds.
3-{7-9}  Speak to the Dead - speak to souls and spirits.
4-{10-12}  Soul Beckoning - Summons spirits and souls.
5-{13-15}  Deathly Majesty - Command souls, spirits and the undead.
6-{16-18}  Mortus Infliction - Rapid degeneration which results in death if infliction completes.
7-{19-21}  Morbid Tomb - Victim is plunged into a sealed, ancient tomb which infects them with necromantic whithering.  Victim degenerates over period of three days until death results.  Anyone entering tomb is trapped and inflicted with decomposition as well.
8-{22-24}  Resurrection - Knowledge of Soul Beckoning and Capture, Corporeal Restoration (restores body) Soul Command, Union of Flesh and Soul, Vital Flame and Raise and Awake the dead to resurrect a person.
9-{25-27}  Dark Warding - Necromantic Selection for warding havens, areas, items and buildings. 
10-{28-30}  Dark Creation - Powers of Necromantic and Dark Temple Spells, Commands, Factors, Improvised Casting-(failure with 3 - 1s),  Recreation and Creation of Monsters and Bodies, Artifacts, and items Creation
11-{31-35}  Resurrect Army - Massive aural wave blasts over an army like a gust of shadowy wind and restores corpses, then the bodies begin to glow as their souls plunge back into their bodies and vital flames are sparked, and with command, Raise the Fallen, the dead rise fully resurrected.  Caster is KOed for a day and require another day's recouperation.
12-{36-40}  God of the Dark Temple - Ascension into vampiric; Lich, Demon, Devil, or Demigod. Holistic creation and command of the Powers of Anubis.  Any Life and Death command can be invoked.  Ward Creation, Stable Weaves and unbreakable seals to any not exceeding their power with the knowledge of disabling powers selectively.  Failure with more 1s than Aces.

Elemental Majesty

Power of Shu {Air.}
1-{1-3} Air Hike - Leap high into the air or far across areas. +1 foot per success, + 2 d6 normal leap or +1 d6 normal leap if injured or unfit.
2-{4-6} Air Net - Catches someone falling to let them down gently.
3-{7-9} Snuff the Air - Air is snuffed from called area to suffocate those who require air to breathe, also snuffs flames. Up to 1 square yard per success.
4-{10-12} Air Strider - Person affected by this power can close distances through the elemental plane of air or leap from very high altitudes without being harmed.
5-{13-15} Bridge of Air - An invisible bridge of air only those selected can see and walk across.
6-{16-18} Command the Wind - Control direction and force of wind up to 10 miles per hour per success, x 10 on a crit.
7-{19-21} Shield of Air - Selected targets or site shifts partially into the elemental plane of air to disappear, while still concrete to those selected to see and contact. Anyone not selected will walk right through shield and protected targets.
8-{22-24} Wind Gate - A doorway or gate which radiates such a powerful wind that no one can pass through door but those selected not to be affected. Destination of gate selected by caster.
9-{25-27} Protection from Wind - Protects those selected or target area from high winds, or deadens wind in a select area up to 25 yard radius per success.
10-{28-30}  Wind Catalist - A select catalist triggers concentrated wind force damage to occur to person who triggered catalist. Catalist set by caster, up to +100 dmg as called.
11-{31-35}  Master of Air - elementalist can formulate air commands, create wind elementals, artifacts and items, use air commands for warding, and blend air commands with other gifts.
12-{36-40} Improved Power - elementalist can cast any air commands at these levels.

Power of Gebs {Earth}
1-{1-3} Reveal Stone - Reveals what types of stones there are, and where they are in an area a mile wide.
2-{4-6} Quicksand - Quicksand forms where called.
3-{7-9} Cavern Sight - Reveals nearby caverns and what is in them.
4-{10-12}  Open Doorway - Opens a doorway in solid rock.
5-{13-15} Will of Stone - Affected target's will enhanced by +1 per success.
6-{16-18} Morph Stone - Change shape of stone or morph stone into another earth element, turn to sand, dirt, metal, another type of stone, etc.
7-{19-21} Heart of Stone - Heart has strength of stone to stand up against heart wounds, caster's MA-Level+1-3 per success-Fortitude.
8-{22-24} Land Slide - Brings a hillside, mountain, fortress or Cliff, roaring down fiercely on target/s. Dmg X Successes.
9-{25-27} Earth Quake - Brings down buildings and mountainsides, and opens deep fissures in the ground.
10-{28-30}  Earth Fortress - Raise a fortress, stairway, bridge, create doorways, domes, etc. composed of called earth elements.
11-{31-35} Elemental Wards - Ward something, someone or an area with earth elemental powers.
12-{33-40} Master of the Earth - Elementalist can formulate earth commands, use them for warding, formulate catalists, make enchanted items and artifacts, and blend them with other gifts.

Power of Tefnut {Ice}
Effects: all freeze effectc cause damage, x 3 damage if completely frozen, slow movement by -1 per success, and lower stamina by -1, -1 per ace. All effects last +1 turn, +1 turn per ace. All ice structures last until dispelled or melted by fire elemental powers. 1-{1-3} Black Ice - A very slippery sheet of ice forms where called, very hard to walk on.
2-{4-6} Ice Blindness - Freezes targets eyes to blind them.
3-{7-9} Freeze - Causes someone or something to freeze, slows animate targets down, also makes them 'brittle'.
4-{10-12} Icy Sephulcher - Encases someone or something in thick layer of ice to hold them captive.
5-{13-15} Ice Blades - Sharp blades of ice streak at targets, 1 blade per success.
6-{16-18} Shield of Ice - Forms a shield of ice around or over someone or something. Power of roll=AC.
7-{19-21} Gateway of Ice - A gate which leads through the elemental plane to any called destination. Any who are not selected to enter turn to ice if they enter the gate's threshold.
8-{22-24} Immutable Ice - Protects any object made of ice from melting and breaking, 10% per success.
9-{25-27} River of Ice - Freezes a river, crit required for ice to be strong enough to cross without breaking if called.
10-{28-30} Ice Catalist - Allows caster to create a contingency, that triggers an ice affect if catalist is triggered. Caster calls catalist, with up to +100 dmg as called.
11-{31-35} Artisan of Ice: create structures out of ice, such as bridges, buildings, walls, statues, ice trees, fountains, pillars, etc. Like igloos, the inside any enclosed building structures is cool, but comfortably warm enough to sustain body heat. Affect an area of up to +25 foot radius per success, +100 feet per ace. Area doubles on a crit.
12-{36-40} Master of Ice - Elementalist can formulate ice commands, enchant with ice effects, use power for warding, creating items, artifacts, weapons and Ice Elementals, has Immuntable Ice at 20% per success, can layer ice commands (as stamina allows) and can blend ice elements with other gifts.

Power of Kek {Darkness}
1-{1-3} Dark Chameleon - eclipse self or target in color and shadows to blend in so well that one protected disappears into the background. Movement penalizes effect by -1 per +1 mvm. Does not work in direct light.
2-{4-6} Shadow of Kek - shadows surround target to draw them into the edge of darkness. Cloaks target and protects them from the sun. Cannot affect anything outside the realm of darkness while cloaked but can see everything on the otherside as if through tinted glass.
3-{7-9} Ambit of Darkness - use +2 AR to layer this with another power. Increases range of power to include others, +1 target, +1 per ace, +1 per success on a crit.
4-{10-12} Summon Creatures of Darkness - summon shades, spirits, and demons out of the realm of darkness. Those summoned will obey any 3 commands. 50% chance of creatures turning on the summoner if a command not to harm them is not spoken. Level of each creature summoned is up to level of power used +1 per ace. Number summoned up to +1, +1 per ace. Each creature gets 5 abilities/powers, and can have up to 2 weapons and armor. Call abilities, weapons and armor. Creatures remain until killed or dismissed.
5-{13-15} Path of Kek - walk through the realm of darkness to close distance from any location to any location you have visited previously, also visit kingdoms within this underworld.
6-{16-18} Globe of Darkness - An abyssal shield forms around target to protect from spells by absorbing energy and negative energy. The one encompassed can use no other powers while shielded but can take physical action. This shield is unseen unless struck by power and glows a deep twilight blue for a moment while absorbing energy. Shield falls when the one protected uses a power.
7-{19-21} Touch of Darkness - touch of hand or fingers eliminates any object contacted by turning it into shadow. Object turns back with touch of same hand or fingers.
8-{22-24} Shade Form - One affected takes a shadow form which takes no physical damage, able to shift back at will. Touch in shade forms freezes to slow and drain stamina by -1, -1 per ace, also does mild damage.
9-{25-27} Immerse in Darkness - darkness surrounds a target to drain stamina, health, will and strength by -1, -1 per ace each. Loss is permanent until all that is drained is restored. Use once a day when it succeeds.
10-{28-30} Dark Wards - summon sentries of darkness (use same guidelines as summoning) and ward large areas (up to +25 feet per success, +100 feet per ace radius, area doubles on crit) using the powers of Kek. Use this power multiple times to increase area and effects of wards, and to place more sentries.
11-{31-35} Kingdom of Darkness - the Anubian opens a gateway which enters the realm of darkness into a Kingdom of their own creation. Kingdom manifests corporeal details, including buildings, bridges, lakes, rivers, plants, forests, etc. as called. All that is not illuminated by fire is cast in shadows and darkness
12-{36-40} Master of Darkness - elementalist can formulate shadow elemental commands, use them for warding, for making enchanted items and artifacts, and blend them with other gifts.

Powers of Nut-{Powers of the Storm}
Curse Penalty: any of these powers which involve rain or water (with exception of Fog, ice, or snow) causes double the stamina to use owed to the 'Curse of the Womb of Life'.
1-{1-3}  Fog Bank: forms where called in radius of up +25 yards per success, +100 yards per ace. Lowers visibility, -1 perception, -1 per ace to all, penalty doubles on a crit.
2-{4-6}  Gusting Wind: distracts, -1 HB, -1 per ace to those affected.
3-{7-9}  Lightning Bolt: stuns -1 AR, -1 per ace, -1 turn, -1 per ace on a crit. Also does damage, +10 added damage.
4-{10-12}  Rain Storm: rain storm might delay people from leaving a building or use to halt motion of other Khentkaus vampires. Also lowers visibility -1 perception, -1 per ace.
5-{13-15}  Winter Storm: temperatures drop and it snows up to +1 inch, +1 per ace as called, doubles on a crit if blizzard is called. Also lowers visibility -1 perception per success, doubles on a crit. Ice-storm can also be called at half the accumulation to slow movement outdoors by -1, -1 per ace. Anyone caught in ice-storm might be encased in ice if they cannot reach shelter and suffer damage, and stamina loss of -1, -1 per ace per turn.
6-{16-18}  Raging Thunderstorm: floods, dangerous lightning, high winds that last up to +1 hour, +1 per ace. Also lowers visibility -1 perception per success, doubles on a crit. Chance of getting hit by critical lightning while outside is 2%, chances when outside in open field is 10%, chances when on high place (tree top, tower or building) is 20%. If anyone in storm zone is by a river or creek they stand a 50% chance of getting caught up in flood waters which will quickly overtake anyone within 25 feet of the bank, current strength of +1 per success, damages, critical damage if current strength overwhelms anyone caught in flood. Elementalist can also direct lightning bolts to strike at targets during storm with less chance of a crit.
7-{19-21}  Fork Lightning: summon lightning bolts which spread in fingers to hit multiple targets. stuns -1 AR, -1 per ace, -1 turn, -1 per ace on a crit. Also does damage, +25 added damage.
8-{22-24} Invoke the Tempest: severe thunderstorm over land or sea that lasts for as long as +1 day, +1 per ace. Stats the same as Raging Thunderstorm above, only storm lasts longer and is invoked at higher level.
9-{25-27}  Tornado - which elemental controls, damages all people and objects in its path, +30 additional damage.
10-{28-30}  Grand Tempest: dangerous wind sheers, tornados, pummeling large hail, stinging rain, and perilous lightning. Causes vicious flash floods near streams and rivers, or even flood large areas surrounding them.  Dangerous over sea, can swamp ships and dash smaller sailing vessels into splinters.

Power of Kaptah {Plants}

1-{1-3} Blend into Flora - Called target blends in to be concealed by plant life.
2-{4-6} Identify Plant - Identifies species of plants and their properties and gain knowledge of what they can do.
3-{7-9} Tangling Vines - Strong vines snake up from the ground to entangle someone until they are completely bound, or vines can snake across a path to trip someone, or even coil down from above to bind, suspend, or even choke someone. Vine strength is +1 per success.
4-{10-12} Rapid Growth - Increases grow of a plant so that it grows right before the eyes.
5-{13-15} Botanical Trap - A called trap made of select plants can be created in a called area to be triggered when someone accesses the site protected. Trap be can of any design mage creates, though damage cannot exceed roll +20, and trap check stats cannot exceed +1 per success.
6-{16-18} Iron Fortitude - Protects plants from damage, making them very strong. Fortitude up to +10 per success. In order to damage a plant with Fortitude., its Fortitude must be taken down to 0 first by damaging their fortitude. instead of the plant. Fortitude of plants regenerates in a few hours if plant is left alone after being damaged.
7-{19-21} Plant Catalist - Allows caster to create a contingency, that triggers a plant affect if catalist is triggered. Caster calls catalist, with up to +100 dmg as called.
8-{22-24} Botanical Fortress - Creates a fortress with gates, walls, towers, windows, keeps, gardens, courtyards, made entirely of tightly woven plants. The plants grow and weave together very rapidly. Trees and plants form rapidly on called site. The walls are very thick, up to 15 feet deep. Fortress can be warded with other terreforming effects.
9-{25-27} Botanical Guardians - Plants and trees can be awakened to guard a haven or called area. Also create a unique plant elemental creature. Stats cannot exceed checks of +1 per success, or levels of +1 per stamina spent, +1, +1 per ace. Extra stamina can be spent to make plant elementals more powerful.
10-{28-30} Botanical Regeneration - Called plants in an area up to +1 acre, +1 per ace are given the ability to regenerate rapidly, with regeneration level of +1 per success. Intelligence vs. Diff. 25 required to make condition permanent.
11-{31-35} Killian's Labyrinth - Manipulate plants and their growth in an existing forest to form a confusing labyrinth of paths with vines and trees tangling together to form walls, the trees canopies and wild grape vines forming a roof which some, but not a lot of light penetrates. To create a Forest Labyrinth where no forest exists, mage must roll an Intelligence vs. Diff 30 check and succeed against difficulty.
12-{36-40} Lord of the Plants - Elementalist can formulate plant commands and contingencies, use them for warding, and blend elemental affects with other gifts.

Power of Benu (Chronomancy)

Time is very complex. Nothing in the world can be affected, past, present, or future, which shall alter what has already come to pass. Only in time pockets can anything that has already happened be altered. If anything that affects major outcomes is altered, it creates another time line. 99% of all accidental time lines are doomed for apocalyptic destruction, as a collapse in 'inner' space occurs which will destroy all worlds and life within that time line when major riffs in history, i.e. the stream of time occur.
Time Selection - Uses no stamina. Chronomancer is not affected by time effects, and allows chronomancer to choose who is and is not affected.
Capture Time Stream - Uses no stamina. Captures time streams so chronomancer can manipulate time.
Haste - Uses no stamina. Times slows for everyone else but the Chronomancer.

1-{1-3} Disrupt Time - Use to disrupt time effects 1-10 seconds, or to disrupt a time spell.
2-{4-6} Delude Time - Meddle with someone's perception of time.
3-{7-9} Identify Age - Of a place, person, object, etc.
4-{10-12} Window of Time - Look into the future or into the past through a window in time to see events as they happened or may happen.
Stamina 5
5-{13-15} Time Walk - Walk to other time lines through the astral plane of time.
6-{16-18} Time Loop - Creates a looped time stream which makes time effect very hard to disjoin or disrupt, +2-HB.
7-{19-21} Time Catalist - Set contingencies which trigger a time effect as called.
8-{22-24} Time Guard - Protect someone or something from time alterations or from being affected by time spells.
9-{25-27}  Sands of Time - Command any time effect for called duration. If spell fails with an absolute failure, then backlash occurs and chronomancer is unable to capture time stream again for 1 d6 days.
10-{28-30} Time Warding - Use time powers to create wards for havens and protected areas.
11-{31-35} Trap of Time - Subject is trapped inside of a day to repeat it for eternity, or until spell is broken.
12-{36-40} Chronomaster - Formulate commands. Use time with other gifts, improvise spells, create artifacts and items with time effects, add permanency factors, catalists, direct time weaves, streams and loops, use chronomancy for wards, etc.