Magic

Elemental Grid

Forces Basic Elements Para Elements Quasi Elements
RADIATION AETHER
LIGHTNING STEAM LODE LUMINESCENCE
AIR ICE WATER OOZE EARTH MAGMA FIRE SMOKE
THUNDER SALT DUST ASH
GRAVITY
Quasi Elements Create Destroy Change
Lightning 0 3 3
Steam 2 3 1
Lode 2 1 3
Luminescence 1 2 3
Thunder 1 3 2
Salt 3 2 1
Dust 3 0 3
Ash 3 1 2
Costs One refresh for access to two specific quasi elements.
Risks None
Para Elements Create Destroy Change
Ice 4 2 3
Ooze 2 3 4
Magma 3 4 2
Smoke 3 3 3
Costs One refresh to allow elemental synthesis.
Risks
Success No effect.
Failure Take 1 point of mental stress.
Catastrophic Failure Take 1 point of physical and mental stress.
Basic Elements Create Destroy Change
Air 3 4 5
Water 4 4 4
Earth 5 3 4
Fire 3 5 4
Costs One refresh to allow elemental synthesis. Superb Tenacity.
Risks
Success Take 1 point of mental stress.
Failure Take 1 point of physical and mental stress
Catastrophic Failure Take 2 points of mental stress and 1 point of physical stress.
Forces Create Destroy Change
Radiation 6 7 5
Gravity 5 6 7
Aether 7 5 6
Costs One refresh to allow elemental synthesis. Superb Tenacity. Special Training.
Risks
Success Take 1 point of physical and mental stress
Failure Take 2 points of mental stress and 1 point of physical stress.
Catastrophic Failure Take 2 points of physical and mental stress

Magic

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