Paths of the Patron Demon


Path of Fire

All aggravated damage, Level+2, unless otherwise stated.

Stamina 1
1-Spark Fire - Light fires, candles, etc.
2-Burning Hand - Hand burns target with touch.
3-Dancing Flame - Flame leaps up on any called surface to burn brightly.
Stamina 2
4-Protect from Flames - Called target is protected from fire for up to 1 turn per success.
5-Shield of Fire - Forms around select target and burns anyone who contacts it, +10 damage.
6-Hot Embers - Seering embers cover the ground or floor beneath targets feet, up to 1 yard per success. Remain at full heat until elementalist casts again or stamina gets low.
Stamina 3
7-Fork Flames - Forks flames to hit various targets.
8-Heat of the Flame - Affects targets with heat of flame and not the flames themselves. Can be used to call the damage from other spells, otherwise damage is +5 to +11.
9-Flame Burst - Called target bursts into flames.
Stamina 4
10-Walk the Path of Flames - Creating gates of flames and closing distances through the path of flames
11-Extinguish Flames - snuffs fires.
12-Flaming Weapon - A weapon is enchanted with fire to do added damage. Spells lasts until dispelled by caster or until engagement ends. Level up to 1 per Level+Aggravated damage.
Stamina 5
13-Flame Trap - A called item is enchanted to explode in flames when touched while object remains unharmed.
14-Flame Minion - A flame minion is invoked from the elemental plane of fire. They are 6 foot in height and resembles an angel with feathered wings and horns in an etheral flame form. They can fly and are swift and dexterous in motion, 20 d6 Dex, 20 d6 Mvm. X 2. They take basic commands from their invoker, and last until vanquished by caster and can be damaged with normal weapons. They are often used for guards. Level of damage is up to +1 per success.
15-Bridge of Flames - A bridge of fire forms where called and can only be crossed by those called.
Stamina 6
16-Fireball - Missles ball of fire that explodes in 50 yard radius, all it consumes bursting into flames. Very damaging, even to allies if too close.
17-Quick Fire - An inferno which blasts through an area with vaporizing heat. Spent only when the roaring blitz of flames can go no further. Used in open spaces, it billows up into an enormous cloud of fire incinerating everything in sight before it is spent. Exhausts more quickly when not confined.
18-Infernal Beast - Requires domination, bonding or possession. An animal's will is brought under the mage's control and then animal is imbued with the element and vital force of fire. With subsequent commands the animal is given the ability to shift into flame form, imbue their feet or claws with fire, and to breathe fire. The Vital force makes the animal immortal until slain. MA-Level is 1 level per success. Vital Force-Level X 3. Vital force covers HP and Stamina, and checks are otherwise adjusted by type of animal Infernal Beast is.
Stamina 7
19-Flame Ward - Barrier of invisible flames surrounding an area of imbuing walls, doors, objects, or any area or object demon desires to ward.
20-Flame Gate - Allows mage to create a gate of flames which delivers those selected to enter to a called destination through the elemental plane of fire. Gate can close great distances, and damages those not selected to enter if they attempt to do so. +100 damage.
21-Backdraft - Even the most powerful flames are rapidly snuffed as they are sucked back into the elemental plane of fire.
Stamina 8
22-Sphere of Lava - Ball of Lava which covers target to encase them in incinerating heat.
23-Wall of Flames - Flames rise between called subjects to act as a protective barrier.
24-Flame Catalist - Allows mage to set contingencies with fire affects, that when a catalist is triggered, a fire effect occurs as called.
Stamina 9
25-Raise Volcano & Awake - affects up to a 100 Mile radius
26-Prison of Fire - A cell of flames is called out of the elemental plane to surround a target, then shifted through the elemental plane of fire to a called site. Floor and ceiling of cell are cool but impassable, but if walls are touched prisoner is burned. If prisoner attempts to pass through the walls, there is a high chance of vaporization (vs. 1 d6 save, 4-6 saves for -50% HP.) +40 aggravated damage for contact. Time for cell to entrap - MA+Wisdom vs. Dexterity and Movement.
27-Flame Projection - A quantum gift which allows caster to project fire in any way they can imagine with called effects. Wisdom of 22+ ONLY.
Stamina 10
28-Fortress of Fire - A castle of fire, rock and lava forms on called site and is partially within the elemental plane of fire, unseen on the material plane, while it can be accessed there. Fortress has towers, gates, large keep, lava moat, bridge of fire, the courtyards, ground and floors having the appearance of cooling molten rock.
29-Flame Ward - Raise wards with fire elements which can be used to protect a site with set catalists and commands which cause the wards to trigger.
30-Bypass Immunity - This bypasses fire immunities to allow 50% of damage to affect someone who is otherwise immune to fire and heat. This is done by taking the actual 'fire' out of the spell and projecting the force (damage) of the spell alone.
Stamina 11
31-Master of the Flame - elementalist can formulate fire commands, use them for warding, and blend them with other gifts.
32-35-Improved Power - Apply powers at higher levels.
Stamina 12
36-40-Arch Mastery - Apply powers at higher levels.

Path of Shadows

Stamina 1
1-Manipulate Shadows - Cause shadows to shift, bend and move as called.
2-Shadow Viel - Hides vampire in shadows.
3-Shadow Stalk - sneak around unseen and unsensed while maintaining a physical form. Shadows disperse when an action is taken against another. Unseen for one action.
Stamina 2
4-Shadow Cloaking - Cloaks vampire and their presence.
5-Shadow Door - create a doorway of shadow where no doorway exists that opens and closes only to creator.
6-Shadowy Concealment - Make a called target take on appearance of shadows.
Stamina 3
7-Shadow Walking - Close distance through shadow realm.
8-Shadow Bridge - Create a solid bridge of shadows 4 feet wide.
9-Shadow Perception - Allows for detection of shadow forms and active shadow applications.
Stamina 4
10-Gate of Shadows-which vampire can take others through via the shadow realm.
11-Trap Door of Shadows - a trap door opens under someone and drops them into a cell of shadows which holds them captive.
12-Intercept Path - Allows shadow elemental to intercept other gate paths, even select ones with higher power (roll).
Stamina 5
13-Phasing-Phase out of material realm into corporeal form of shadows.
14-Aura of Shadows - nothing about subject protected by this gift can be sensed by any means.
15-Gateway of Vision - Allows shadow elemental to pierce the temporal layers of the shadow realm to see present, past, and future incidents. Elemental must be able to identify which subject of information sought by a name or location involving subject.
Stamina 6
16-Corporeal Assimilation -1 Form per 5 levels. Corporeal Disguise, can be any living creature.
17-Corporeal Shadow Form - Ability to take actions in shadow form.
18-Shadowy Keep - a tower or room of shadow is raised which can only be accessed by creator or those he selects to enter or leave the keep.
Stamina 7
19-Shield of Shadows - A dome of shadows surrounds called target/s and any powers or attacks aimed at target/s will pass into the shadows without hitting target. If attackers step through the shield, they come out on the other side of the shield past the shielded targets. Lasts until dispelled, protected targets cannot attack while guarded by shield, they too pass into the shadow veil if they step into the shield and another stride delivers them on unprotected ground.
20-Sanctuary of Shadows - Call the shadows into a lair, castle, manor, compound, or even a woodland area, to conceal those within. Very hard to detect. Also protects from sunlight..
21-Shadow Planes Walker - cross any distance and into any realm, world, alternate plane, or demi-plane.
Stamina 8
22-Black Oracle - Part the shadow veil to reveal those clan members selected, and use Shadowgates to intercept subjects within shadow realm and to intercept shadow gates.
23-Shadow Planes Gate - like a walker only shadow elemental can take others with them.
24-Eclipse in Shadows - Eclipse an area in the shadow viel, up to 10 feet per success. Protects from sunlight.
Stamina 9
25-Shadows and Stone - Haven, or even a select chamber, room, cave, etc., can be overlapped by the demi-plane of shadows to conceal overlapped area in an isolated fold of the shadow realm. Cannot be infiltrated without specific knowledge of Shadows and Stone, and intercept path abilities. Only higher power using correct applications can invade protected area/s.
26-Dungeon of Darkness - Sinks a subject or select area within the demi-plane of shadows where the shadowlands overlap an underworld, creating solid walls. Very hard to detect without the ability to find an overlap. Area is hard to escape as well where no gate can be formed to escape without specific knowledge of Shadows and Stone.
27-Dark Creationist - create any called, tangible, shadow effect, object or scope (such as shadow-bridges, doors, gates, keeps, castles, weapons, trees, ropes, ladders, vines, forests, lakes, etc.) with called effects which include selection of who creations are tangible to, and ethereal passage only to select subjects through doors and tunnels.
Stamina 10
28-Shadow Catalyst - Allows caster to create a contingency, that triggers a shadow affect if catalyst is triggered. Caster calls catalyst, with power of up to +300 as called.
29-Protection from Shadows - Protects from any rivaling Shadow Effect
30-Shadow Scape - Create a corporeal scope of shadows that is ethereal and invisible to anyone not select to enter corporeal zone. Area is created via quantum visualization to create material wilderness, buildings and grounds, etc., all

Necromancy

1- Commune with the Dead (shortly after death)
2- Spirit Beckoning (calls forth a spirit)
3- Voices of the Past (speak to long dead spirits)
4- Summon the Unholy (calls forth beings like Wraiths, Demons, Zombies, Risen Dead and Poltergeists.)
5- Command the Dead (allows demon to command summoned dead and spirits.)
6- Resurrection (ritual which restores life to the dead. Includes; Physical Restoration and vital flame.)
7- In Extremous (snuffs out a great deal of victim's life leaving them on the very brink of death.)
8- Arch-Wraith (demon takes form of a powerful wraith which drains life and vital flame on contact. Has no physical form to take damage.)
9- Sword of Baphomet (powerful sword is summoned which burns with black flames. Deals death on a stroke and captures the soul. Phases past armor.)
10- Arch Necromancer-{Formulation of commands}.