
Chaos Aspects - Path of Chaos
Elemental Aspects
Abyss Aspects
1-[1-3] Vacuum: snuffs oxygen and drains called type of energy by -1 level, -1 per ace. Does not affect anti-energies.
2-[4-6] Chill of the Abyss: cold damage (slows, take x2 dmg next turn on a crit) and drains energy -1, -1 per ace.
3-[7-9] Beast of the Abyss: summon and command any unnamed creature of the abyss (see bestiary) until killed, level 7-9 +1 per ace.
4-[10-12] Abyssal Ice: cover a target in abyssal ice to freeze for double damage while frozen, drain energy, and damage. Also create a wall or cover an area with this ice.
5-[13-15] Veil of the Abyss: cloak a person, object or area in an abyss pocket to conceal them and all trace of them. Anyone entering this veil uninvited beit physically or mentally is drained of energy, life and stamina and if they linger too long will freeze. Can be used to create abyss traps.
6-[16-18] Absorb Power: draw energy into yourself through the abyss to destroy spells and weaken or over time destroy wards by -1 level per success. Gain the energy absorbed to channel your own power or boost your own stamina.
7-[19-21] Abyssal Sanctuary: create a haven within the abyss that is warded with abyssal ice, draining, dampening and comcealing effects.
8-[22-24] Abyssal Plunge: hurl a target into a called location within the abyss.
9-[25-27] Abyssal Harness: capture other elements into an abyssal vortex to weave unique powers using those combined elements with abyssal affects.
10-[28-30] Abyss Weaver: command abyssal energies to create unique spells or to weave into wards as called.
11-[31-35] Abyssal Kingdom: create a kingdom within the abyssal plane. The abyssal plane is an extension of the abyss and not within the abyss itself. Also called the Rings of Acheron.
12-[36-40] Arch Abyssmancer: command any abyssal effect including dead zones at these levels as gained. Area control is either stamina level used=cubic miles per success, or limitless area effects at level forty with a penalty of double stamina cost, and full damage backlash on failure of no aces rolled, or roll not exceeding or matching spell level used. Roll for triple backlash damage on a botch. Dead Zones negate magic within the called area but if left too long (over about a week) without recalling zone back into the abyssal plane it will whither and kill all life within that area.

Air Aspects
1-[1-3] Air Vacuum: snuffs the air to put out smalls fires, and candles, and snuff larger fires, or to suffocate at higher levels, at radius of up to stamina level used=cubic feet per success.
2-[4-6] Purify Air: purify air in a radius and height of up to stamina level used=cubic feet per success.
3-[7-9] Tap Air Currents: to alter, strengthen, or redirect currents.
4-[10-12] Air Assimilation: bring air effects into target as called to create weightlessness, air forms, and other air-adapted spells as called.
5-[13-15] Air Wings: translucent wings manifest on target that allow for flight
6-[16-18] Air Traps: create air traps such as bridges, stairways, and doors that only those selected can cross or pass through.
7-[19-21] Air Tap: tap and channel air aspects to create spells, level determining the power of spell.
8-[22-24] Air Elemental: summon an air elemental out of the elemental plane of air as a guardian, patron, or to support target in a fight. Elementals command air aspects up to current level. Level of each elemental is up to +1 per success.
9-[25-27] Air Morph: morph other elements into air.
10-[28-30] Wind Tap: tap and channel the wind to control its strength, power, formation, and direction, including wind sheers, wind funnels, and hurricanes.
11-[31-35] Tap Air Properties: control the mass and properties of air to improve the air, alter it for another species, or to make it poisonous to life in an area of up power of roll=cubic miles.
12-[36-40] Arch Aeromancer: command any air effect at these levels as gained. Area control is either stamina level used=cubic miles per success, or limitless area effects at level forty with a penalty of double stamina cost, and full damage backlash on failure of no aces rolled, or roll not exceeding or matching spell level used. Roll for triple backlash damage on a botch.

Flame Aspects
All fire attacks do aggravated damage for 1, +1 turn per ace.
1-[1-3] Fire Trap: tap and channel fire to create a fire trap that is triggered by a called catalyst.
2-[4-6] Protect from Fire: tap and channel the path of fire to extinguish or redirect it before it reaches targets being protected.
3-[7-9] Fire Tap: tap and channel fire to harm targets, to start fires, etc. as called within range or radius of up to stamina level=feet per success.
4-[10-12] Reveal by Flame: enchant something to be revealed by fire alone.
5-[13-15] Imbue with Fire: create flame items by imbuing weapons and items with fire, or use to harm the living.
6-[16-18] Incendiary Fire: conjure explosive fire as called.
7-[19-21] Flame Gates: summon flame gates which harm only those selected not to pass through gate. Gates close distances through the elemental plane of fire.
8-[22-24] Fiery Illusions: tap, channel, and direct fire to create illusions such as dragons, demons, horses, etc. of fire which burn anything they contact.
9-[25-27] Molten Rock: tap and channel lava affects as called within radius or range of up to stamina level=feet per success.
10-[28-30] Fiery Wards: create flame walls, lava moats, various affects triggered by infiltration, flame seizure gates, etc.
11-[31-35] Flame Form: take a flame form which damages on contact, can command fire spells, and which can only be damaged by water or ice spells.
12-[36-40] Flames of War: harness powerful fireballs, quick-fire, and firestorms to direct at target area which will do serious harm to anyone within range. Radius or range of up to Stamina Level=feet per success. Quick fire range is contained only by walls and strong doors unless outdoors.

Light Aspects
1-[1-3] Tap Light: to illuminate an area of up to +Stamina Level=feet radius per success.
2-[4-6] Dazzle: tap and channel light in ways that dazzle and confuse the senses.
3-[7-9] Blinding Light: blind select targets by directing brilliant rays of light at their eyes.
4-[10-12] Revealing Light: direct light to reveal or lead a target or self to hidden things.
5-[13-15] Repelling Light: repels light hating creatures
6-[16-18] Prismatic Illusions: channel light and its colors to create illusions that are like holograms.
7-[19-21] Lasting Light: create a lasting source of light in a radius of up to +Stamina Level=feet radius per success, or make light aspects permanent as called
8-[22-24] bind Light: use light aspects with other paths
9-[25-27] Tap Electricity: tap and channel electricity to create lightning bolts, ball lightning, electrical auras, etc.
10-[28-30] Compound Light: split light aspects to affect multiple targets.
11-[31-35] Light Vision: see as well during the night as during the day as at night.
12-[36-40] Tap Light Sources: tap and harness various light sources and their powers to create light effects as called.

Mineral Aspects
1-[1-3] Mineral Sight: identify minerals and properties of metallurgy to gain knowledge of minerals and metals.
2-[4-6] Detect Mineral: detect called minerals within an area of +Stamina Level=feet per success radius.
3-[7-9] Tap Mineral Hardness: tap and channel mineral hardness into something else without otherwise affecting target.
4-[10-12] Alter Mineral Structure: to make it stronger or weaker.
5-[13-15] Mineral Enchantment: create a hidden door, an enchanted gem, etc. as called by willing an effect into a target mineral.
6-[16-18] Animate Mineral: bring a target mineral to life with a called objective which becomes its intelligence and will.
7-[19-21] Tap Mineral Compounds: tap and channel mineral compounds as called, whether poisons, corrosives, medicinal, chemical and combine chemical compounds, into a spell.
8-[22-24] Combine Mineral Variables: to conjure specific gems, metals, stones, and to make metal, stone, or gem items or even structures, up to +1 pound per success.
9-[25-27] Runes: carve runes into metal, stone, or gems to imbed a willed power into target mineral. Makes a power permanent and impervious to disenchantment or dispelling.
10-[28-30] Ancient Knowledge: gain knowledge by seeing echoes of what occurred near a mountain, boulder, sand dune etc. at a specific time up to the present as called.
11-[31-35] Mineral Morph: morph target into a called mineral for a called duration. if a living being is morphed their life is preserved within called mineral and will return to their original form when morph is undone, be it a thousand years from the hour they were morphed.
12-[36-40] Command the Minerals: as called.

Plant Aspects
1-[1-3] Tap Plant Knowledge: gain knowledge of any plant to identify it and know its properties.
2-[4-6] Physical Tap: harness any physical aspect of a plant and channel it into target, such as strength of the oak, limberness of the willow, hardness of a maple, appearance of pine bark, etc.
3-[7-9] Tap Healing Properties: channel a plant's healing properties into select target.
4-[10-12] Influence Plants: influence plants as called in area of up to +2 feet perimeter per success.
5-[13-15] Alter Plants: make a plant grow, shrink or change as called.
6-[16-18] Life Emulation: pass on mental faculties and physical aspects to a plant as called to bring it to life. One roll per aspect, plant checks up to total stamina roll. Level up to +1 per success.
7-[19-21] Conjure Aspects: conjure poisons and potions (sleep, healing, hallucinogenic, stupifying, etc), from plants.
8-[22-24] Channel Aspects: tap and channel aspects of plants that stimulate, cause stupor, elation, or sleep
9-[25-27] Tap Phosphorescence: create light by tapping the phosphorescence aspect of plants in a radius of up to +2 feet per success.
10-[28-30] Sharing: combine plant aspects with other paths.
11-[31-35] Command Plants: command life emulated or normal plants as called.
12-[36-40] if Plants Had Eyes: see what a plant would have seen if it had eyes at any time during the life of the plant to gain knowledge.

Shadow Weaver Aspects
1-[1-3] Shadowy Oneness: target blends into any shadows present to appear as shadows.
2-[4-6] Bend Shadows: make shadows spread, bend, or fall where called within radius or range of stamina level used=feet per success.
3-[7-9] Shadow Strider: sink into the shadow plane to close distances or to walk on the edge of the shadow veil within visual range of the upper planes.
4-[10-12] Shadow Phase: phase target through the shadow plane and displace them to alter position or phase past attacks.
5-[13-15] Shadow Illusions: conjure shadowy phantasms to trick, distract, and confound the mind.
6-[16-18] Embodiment of Shadows: take a called shadow form that can command shadow aspects at current level, but which cannot contact material things, all that is worn or carried becoming part of this form.
7-[19-21] Gateway to the Shadow World: invoke a gate which accesses the shadow plane which others can enter as well. Use to cross great distances by passing through the shadow plane as well.
8-[22-24] Imbue with Shadows: target melts into shadows to become shadows. Lasts until dispelled.
9-[25-27] Shades: weave or summon creatures from the shadow plane that will protect or support the shadow weaver. Creatures command shadow powers. Levels are +1 per success. Roll for each skill or for level as a shadow weaver.
10-[28-30] Quick Shadows: haste shadow form or next power used by +1 mvm per success.
11-[31-35] Shrine of Shadows: weave a shrine of shadows that is warded with shadow aspects as called. Only those selected to enter the shrine can see it or enter it.
12-[36-40] Shadow Weaver: weave quasi-real shadow world aspects within the shadow realm including alternate forms, shelters, gardens, forests, fortresses, creatures etc. as called in a radius of up to stamina level used=feet per success. Aspects can be raised into the upper plane to manifest as quasi-corporeal things with a shadowy appearance. Strength, Fortitude, or power of aspects is +1 per success each.

Spirit Aspects
Refer to Bestiary for spirit types.
1-[1-3] Spiritualism: gain complete knowledge of one spirit type with exception of its way of death.
2-[4-6] Commune with Spirits: to ask favors or discover information.
3-[7-9] Summon Spirit: summon one spirit of any kind at level up to +1 per success.
4-[10-12] Spirit Command: command summoned spirits.
5-[13-15] Patron Spirit: summon a called spirit type to protect a target. Spirit will remain with target, often returning to the spectral or dead realm to watch over target and then appear when needed, until banished or destroyed.
6-[16-18] Guardian Spirit: like patron spirit but this spirit guards a called area.
7-[19-21] Spectral Ascension: Raises spirits (such as wraiths, ghosts, or phantoms) out of the spectral plane to destroy them or to free them of earthly entrapment as called.
8-[22-24] Spirit Form: Take any chosen spirit form at present level temporarily, and enter or pass through any spectral plane to close distance or to visit the dead realm or spectral plane. See Bestiary for stats of spirit type.
9-[25-27] Projectionist: project up to +1, +1 form per ace to called destination.
10-[28-30] Spirit Tap: tap and channel any aspect, power, or ability of a called spirit type to emulate aspect in a spell or in a selected target.
11-[31-35] Spectral Fork: Apply any spirit power to effect compound targets of up to 1, +1 per ace, or to summon up to +1 additional called spirits per success.
12-[36-40] Spectral Weaver: weave phantasms-livid or ethereal, gates to a spectral realm, spectral gardens, havens, forests, etc. and create spirit types, specters and apparitions at up to +1 level per success.

Time Streamer
Harness and manipulate the time stream to redirect it; reverse time, advance time, delay time, hasten time, age, reverse age, hasten and convey target through time gates, etc. as called.
Maximum time affected is; up to +10 years per success, +100 years per ace, x ten on a crit.
Penalties: power fails with 0 aces and backlash occurs with full damage, full damage and time affect backlash occurs on a botch. This power can also anger powerful beings if time is tampered with in a dangerous way.

Water Aspects
1-[1-3] Locate Water Source: locate source of water in radius or range of up to +1 mile per success.
2-[4-6] Purify Water: up to stamina level used=gallons per success.
3-[7-9] Quench Thirst: of called target.
4-[10-12] Breathe Underwater: breathe underwater for up to +1 hour per success.
5-[13-15] Cleanse: cleanse a target by tapping and channeling the cleansing properties of water.
6-[16-18] Embodiment of Water: take a called water form that commands water aspects at current level, which cannot be harmed by normal means.
7-[19-21] Water Tap: tap and channel water to create water spells as called.
8-[22-24] Suffocation: tap and channel water aspects to drown a target.
9-[25-27] Hydromorphs: shape water into creatures that command water aspects as called, up to +1 level per success.
10-[28-30] Watery Mirror: gaze into water to foresee of things past, present, and soon to come.
11-[31-35] Creatures of the Sea and Water: summon and command creatures which live in and near salt or fresh water.
12-[36-40] Arch Hyrdromancer: command the oceans, seas, rivers, etc. as called.