Site hosted by Angelfire.com: Build your free website today!

My Home Page

My Favorite Things About Angelfire

My Favorite Web sites

Angelfire Home Pages
Free Web Building Help
Angelfire HTML Library
htmlGEAR - free polls, guestbooks, and more!

g

Blood to water: Replace the blood in a victim slowly with water. One energy point of the victim is replaced with water. Eventually this is a problem for all types of creatures, mortals, are a lot less resilant to its effects then any other kind of creature. Once more than four energy points are replaced with water the individual mortal must make a stamina roll and roll greater than six or they begin to die. Mortals can repeat the roll once.

System: You must spend eight energy points and roll an eight or higher to use this power. To resist the power you must roll an eight or higher. It requires that you touch a victim to activate it.

Command of Waves: Use the fae affinity to the elements and the nymphs particular affinity to the element of water to bring death and destruction to those who venture to close to sacred waters.

System: You must spend six energy points and roll a six or higher to use this power. The affected individual can make a stamina roll and must roll a six or higher in order to escape a watery demise if they are mortal or a great inconvience if they do not happen to be.

Boil Waters: Keep the enemy at bay by making the very waters boil and reach unbearable temperatures.

System: You must spend eight energy points to activate this power and you must also roll a six or higher. It will cause one energy point loss for every turn that someone remains within such effected waters.

Freeze Waters: You must spend eight energy points to activate this power and you must also roll a six or higher. It will cause one energy point loss for every turn that someone remains within such effected waters.

System: You must spend eight energy points to activate this power and you must also roll a six or higher. It will cause one energy point loss for every turn that someone remains within such effected waters.

Project Waters: This power allows you to project your emotions into ripples in the water so that a person who enters it knows exactly how you are feeling and your emotional state and intentions are clear. For example if you project anger into the water you can terrify a person using this technique as the emotions seems amplified and unavoidable and to take on a life of its own.

System: You must spend six energy points and roll a six or higher in order to successfully use this power.