Old Powers List

__NoToC__
==Power List==
 	 		 	 	 		
000	00 		N/A	 	 		
 	You are partially possessed by a powerful demonic force that grants an expansive potential to master a diverse set of skills. Both twins start with this skill.		 	 	 		
001	01 		 	Offensive	Touch 		You can willingly heat objects by direct touch. Cannot create fire directly, but can ignite objects with touch at higher skill level.
002	02 		 	Utility 	Conjuration 		You can conjure flames at will. Maintaining the fire without burnable fuel requires concentration. Does not grant direct control over fire, conjured or otherwise.
003	03 		 	Offensive	Magic 		Light objects aflame from a distance. Objects must be flammable, distance from which objects can be ignited increases with skill level.
004	04 		 	Offensive	Shapeshifting		Your lungs can super-heat air into plasma at will, allowing you to breath a stream of ultra-hot flames from your mouth. These flames melt or burn most materials they touch, but do not spread like normal fire. This skill also grants the ability to breath smoke without ill-effect. These flames cannot be controlled by you or others.
005	05 		 	Offensive	Enchant 		Conjure a weapon made of fire, the type of weapon can be decided by the conjurer, however it must be mastered like a normal weapon. This weapon does not burn the user. Also allows the user to enchant held objects with the element of fire.
006	06 		 	Offensive	Summon 		Summon a flying snake-like demon made of flames. The demon is fast and capable of passing through solid matter. Higher skills levels increase the size, speed, and intensity of the demon's flames.
007	07 		 	Offensive	Magic 		Consume all fire on a burning object or person, causing it to explode. The more fire that is consumed the more powerful the explosion. Higher skill level further increases the power of the explosion and the range at which the skill can be used. Can not be used on fire that was not conjured by you or not lit through conventional means.
008	08 		 	Utility 	Mastery 		When near sources of heat you don't tire as easily and have better concentration. Higher skill levels increase this effect.
009	09 		 	Defensive	Ward 		Passively increases your resistance to heat and effects. You can also conjure a Fire Ward at will to make yourself or another temporarily immune to effects. The duration of the ward increases with skill level.
010	10 		 	Utility 	Mastery 		Increases the skill level of all other skills by and grants limited control of fire in your immediate area. Skill level further increases control over fire.
011	01 		 	Offensive	Touch 		You can willingly cool objects by direct touch. Higher skill levels increase the rate at which you can cool objects, allowing you to form ice from water.
012	02 		 	Utility 	Conjuration 		Conjure supernatural ice at will, also allows you to form ice around objects at a very short distance. This ice does not require water to form, but concentration is required to keep it from melting.
013	03 		 	Offensive	Magic 		You can project thin beams of super-chilled air and moisture. This beam has a long effective range and quickly freezes objects, but is similar in dimensions to a lazer pointer, making it require precise aim.
014	04 		 	Defensive	Shapeshifting		Momentarily become a freezing mist, allowing you to travel through small openings and become immune to most effects. You are more heavily hurt by while in this form however. Higher skill levels allow you to more easily maintain the form for longer periods of time.
015	05 		 	Offensive	Enchant 		Conjure a weapon made of ice, the type of weapon can be decided by the conjurer, however it must be mastered like any normal weapon. This weapon does not chill the user. Also allows the user to enchant held objects with cold.
016	06 		 	Utility 	Summon 		Summon a small but clever imp that has mastery over skills. The imp flings bolts of freezing mist in quick succession and can use your other skills. The number of Imps summoned increases with skill level.
017	07 		 	Offensive	Magic 		Manifest blue flames from nothing. These flames super-cool objects they spread to. is influenced by both and skill effects.
018	08 		 	Offensive	Curse 		Curse and object or person, chilling it from the inside out. Higher levels increase the intensity of the cold.
019	09 		 	Defensive	Ward 		Passively increases your resistance to effects. You can also conjure a at will to make yourself or another temporarily immune to effects. The duration of the ward increases with skill level.
020	10 		 	Utility 	Mastery 		Increases the skill level of all other skills by and grants you control over objects that are very cold or frozen, including ice itself. Higher Skill level further increases control.
021	01 		 	Offensive	Touch 		Your bare skin can be made poisonous, this poison is passed into organic material you touch. These poisons are unique to you, and you have a chemical immunity to them.
022	02 		 	Utility 	Shapeshifting		You can secrete acid from areas of your skin through your sweat glands. The strength and effects of the acid increase with skill level.
023	03 		 	Offensive	Shapeshifting		You can cause your sweat glans to expel a poisonous substance that quickly calcifies into crystalline spines that form over your skin. These spines are extremely poisonous, inflicting to everyone except you and your Twin. The effects and strength of the increase with skill level.
024	04 		 	Utility 	Magic 		You can manifest a poisonous substance in a target's blood stream, causing them to become .
025	05 		 	Offensive	Enchant 		Conjure a weapon made of solid mercury, which can be wielded like a conventional weapon. This skill also allows you to enchant objects with a sheen of mercury, making them poisonous to anyone that touches them.
026	06 		 	Offensive	Summon 		Breath out a swarm of supernatural demonic pests that will attack your enemies. Different types of pests can be summoned with higher skill levels.
027	07 		 	Defensive	Summon 		Summon a black blob-like mass of semi-intelligent acid and poison. The blob is slow moving, but nearly indestructible, and given time can eat through any substance. Higher skill level allows you to exert more control over the blob and increases its intelligence.
028	08 		 	Offensive	Conjuration 		You can fire a barrage of fast-moving energy-based venom bolts from your hands or feet. These bolts gain additional properties with skill level.
029	09 		 	Defensive	Ward 		Passively increases your resistance to most afflictions, such as disease and chemical effects. You can also conjure an at will to make yourself or another temporarily immune to these same effects effects. The duration of the ward increases with skill level. Afflictions that are already present will not be removed, but their effects will cease for the duration of the ward.
030	10 		 	Utility 	Mastery 		Increases the skill level of all other skills by and grants control over poisonous and acidic substances. Higher skill level further increases control.
031	01 		 	Offensive	Touch 		You can willingly cause massive pain with a touch. At higher levels the intensity of the pain can be increased to the point that it puts people into shock.
032	02 		 	Offensive	Touch 		You can willingly infuse objects with a quality of darkness through direct touch. This effect is extremely harmful to entities that are normally light or holy aligned. High skill levels increase the strength of the effect. Has a greatly reduced effect on Demons and Undead.
033	03 		 	Offensive	Curse 		A powerful curse that causes any action the cursed individual takes to be far more taxing than normal, effectively exhausting them much more quickly then they would otherwise be when performing any kinds of tasks. Higher levels increase the strength of the exhaustion and add additional effects.
034	04 		 	Utility 	Conjuration 		Conjure a wicked weapon made of pure Shadow, the weapon has physical substance and can be wielded like a conventional weapon. Upon being conjured the weapon can be empowered with any Curse you're capable of using, causing all strikes to inflict that curse.
035	05 		 	Utility 	Summon 		You can summon black chains from deep shadows. The chains can bind and incapacitate targets. Higher levels increase the length and strength of the chains.
036	06 		 	Utility 	Rune 		Imprint a location with an invisible shadow rune, when a person or entity walks over the ruin it explodes in shadowy whips, lacerating the flesh of whatever was over it. Higher skill levels grant control over when the mark can be activated. The rune can be enchanted by other elements to cause other effects.
037	07 		 	Offensive	Summon 		Summon a dark duplicate of yourself that has access to shadowy versions of all your skills. The is more proficient at fighting that you are, but not as tactically intelligent and cannot perform most other tasks. Higher skill level increases its intelligence and durability.
038	08 		 	Utility 	Teleporation 		You can now vanish into the shadows and emerge from another nearby shadow, allowing quick movement across short distances. Higher skill level increases the range you can move between shadows.
039	09 		 	Defensive	Mastery 		A skill that grants knowledge and mastery of elements that are closely aligned with , granting a degree of control over which skills you learn each level.
040	10 		 	Utility 	Mastery 		Increases the skill level of your other skills by 1 and allows you to control the shape and size of shadows, but does not give them physical form. Higher skill levels increase the amount of control.
041	01 		 	Offensive	Conjuring 		Conjure a chunk of Halite Rock-Salt. You have the ability to detonate it and send the shards in a direction of your choice, similar to a light shot-gun blast.
042	02 		 	Utility 	Magic 		For a temporary duration you gain perfect balance while standing on solid ground so long as you're not on the second floor of a building.
043	03 		 	Utility 	Rune 		Mark the ground with a rune that has a 3 yard radius. Anything that walks over it will automatically activate it and cause that thing to fall into a pit of quicksand.
044	04 		 	Offensive	Conjuring 		You gain the ability to call to the fury of the earth, causing chunks of burning rock to pull up from the ground and fling themselves at enemies nearby each time you use another skill, also grant additional benefits to your other skills at higher levels.
045	05 		 	Defensive	Conjuring 		Conjure up a localize miniature flurry of dirt and air that spirals around you in a vortex. The effect makes it more difficult for enemies to hit you with ranged attacks, magical or otherwise.
046	06 		 	Defensive	Shapeshifting		The skin and upper soft tissues on the entire backside of your body become carved diamond, which deflects virtually all attacks harmlessly. However your front is still vulnerable.
047	07 		 	Defensive	Shapeshifting		Allow you to shift your skin to mimic the strength of stone, making it more durable and resistant to damage, especially cuts. Also increases your resistance to some elemental forms of magic.
048	08 		 	Offensive	Magic 		So long as your feet are touching solid ground, you can release tremors through the earth that shake the ground and can cause wide-spread destruction at higher levels.
049	09 		 	Utility 	Curse 		So long as your feet are touching solid ground, you can release tremors through the earth that shake the ground and can cause wide-spread destruction at higher levels.
050	10 		 	Utility 	Mastery 		Grants increased mastery over your Earth skills, increasing their level and allowing you to access their Level 4 mastery bonuses.
051	01 		 	Offensive	Touch 		You can willingly drain lifeforce from living entities by direct touch, adding it to your own. This effect strengthens you but doesn't heal physical wounds. Higher skill levels increase the amount of lifeforce you can drain. This effect is reversed on undead, causing you to lose lifeforce and heal them.
052	02 		 	Utility 	Conjuration 		Use a small fraction of your life-force to conjure Necroplasm, a substance that animates, repairs, and empowers the undead, but is harmful to living beings, causing death, rot, and weakness in them. Higher levels allow you to conjure more Necroplasm and grants it additional effects.
053	03 		 	Utility 	Conjuration 		Spectral Hands}} are capable of using your touch skills.
054	04 		 	Utility 	Summon 		Summon a hound-like beast that guards the realm of the dead. The hound is as intelligent as a typical breed of dog, and has similar abilities. It counts as undead and is immune to all controlling effects, and will only obey orders from you. Higher levels add more qualities and abilities to the hound.
055	05 		 	Offensive	Enchant 		Conjure a weapon made of lost souls, the type of weapon can be decided by the conjurer, however it must be mastered like any normal weapon. Anything killed with it will have its soul consumed by the wielder, causing the corpse to reanimate as undead. You do not have direct control over undead animated in this way unless you bind them to your will. Also allows the user to enchant held objects with the same effect.
056	06 		 	Utility 	Curse 		Raise a person or creature from the dead. The raised individual has limited sentience. Higher skill levels impart more intelligence to the raised entity, even allowing for restoration of their original personality. Only grants indirect control over the undead creature.
057	07 		 	Utility 	Curse 		Curse a living entity, causing their soul to shatter within their body. While the fragments of their soul merge back together they are . This curse can also be used on another's minions to gain control of them temporarily. Higher levels increase the effectiveness and duration of the curse.
058	08 		 	Offensive	Curse 		Massively cripple an enemy, inflicting great pain and reduce the mobility and reaction speed for a few minutes. Higher skill levels increase duration and intensity of the effect.
059	09 		 	Defensive	Ward 		Passively increases resistance to skills and effects. You can also conjure a Death Ward around another person or object to temporarily grant immunity to skills and effects.
060	10 		 	Utility 	Mastery 		Increases the skill level of your other skills by and binds your undead minions to your will, granting telepathic control over them. Higher skill levels increase the strength of the control over your undead minions.
061	01 		 	Utility 	Shapeshifting		You can transform to take on the appearance and traits of a supernatural demonic wolf. Higher skill levels grant additional traits.
062	02 		 	Utility 	Shapeshifting		You gain the ability to possess various animals. Higher skill levels allow you to possess larger and larger animals and grants additional effects during possession.
063	03 		 	Utility 	Shapeshifting		You can turn into a raptor-like humanoid that can be empowered to grant you dragon-like effects such as skills and
064	04 		 	Utility 	Shapeshifting		Imprint a location with an invisible rune, when a person or entity walks over the ruin it activates, temporarily turning them into solid granite. Higher skill levels increase the duration of the effect. The rune can be enchanted by other elements to cause other effects.
065	05 		 	Utility 	Shapeshifting		You transform into a humanoid aquatic creature, traits from various fish, amphibians, and aquatic animals and creatures that allow you to thrive underwater. Higher levels increase the effect and grant additional properties.
066	06 		 	Utility 	Shapeshifting		You can transform into a dark trickster fox-spirit, gaining mastery over various skills and making you quick and nimble.
067	07 		 	Utility 	Magic 		You passively transform, gaining traits from various animals that allow you to adapt to your current environment and thrive in it more easily. Higher skill levels grant additional effects and transformations.
068	08 		 	Offensive	Curse 		Mark a single enemy with a curse that grants you knowledge of where they are at all times. The curse is permanent, but can only be applied to a single person at a time. Higher levels grant the curse additional properties.
069	09 		 	Offensive	Aura 		You gain the ability to exude an aura that provides temporary, but powerful, animalistic physical bonuses to both you and surrounding allies. Higher levels grant additional Auras.
070	10 		 	Utility 	Shapeshifting		Grants increased mastery over and "Shapeshifting"-type skills.
071	01 		 	Utility 	Touch 		You can willingly cause your touch to imitate the feeling of other effects, such as heat, cold, pain, pleasure, etc. These effects are false however, and cause no actual physical effect. Higher skill levels allow you to increase the intensity of these effects.
072	02 		 	Utility 	Curse 		Curse a person, causing them to temporarily see visions of what they fear most, more courageous individuals can resist the effect. Has no effect at all on or targets. Higher skill levels increase the effectiveness of the illusion.
073	03 		 	Utility 	Magic 		Cause a target to hear a false sound. The angle from which this sound is "heard" can be manipulated by you. Higher skill levels allow greater proficiency with the skill, allowing you to even create complex sounds like voices.
074	04 		 	Utility 	Enchant 		Enchant an object with an illusory sheen, causing it to appear as another chosen object of similar size and shape. Higher skill levels increase the duration of the enchant and allow for more convincing illusions.
075	05 		 	Utility 	Summon 		Summon an illusory duplicate of yourself that can be mentally controlled. Higher skill levels make controlling the duplicate easier and require less concentration. The illusion can cause no physical harm, but it can use .
076	06 		 	Utility 	Enchant 		Enchant a person or object with a illusory veil that causes light to pass through it. If the object is moved, hit, or damaged, the veil flickers, granting limited vision of it. Higher skill levels allow for a more perfect invisibility.
077	07 		 	Utility 	Enchant 		A complex illusion that allows you to gain the appearance, voice, and smell of another object. Higher skill level allows for more convincing illusion. Can be used in combination with to make another person appear as someone they are not.
078	08 		 	Utility 	Conjuration 		You can conjure the illusion of another skill that you've seen. The skill will have all the same effects, but won't actually inflict physical harm. High skill level increases the realism of the effect and reduces the concentration needed to maintain the effect.
079	09 		 	Utility 	Mastery 		You can fake your death.
080	10 		 	Utility 	Mastery 		Increases the skill level of all other skills by . Higher skill level increases how well you can control your illusions, their duration, and how realistic they appear.
081	01 		 	Utility 	Magic 		You can remove supernatural effects such as enchants, among other things. Higher levels grant you the ability to remove more types of supernatural effects.
082	02 		 	Defensive	Enchant 		You can wrap an object or individual in powerful binding magic, causing it to become ethereal and partially phase out of reality. Using this on summoned creatures banishes them back to their place of origin. Higher skill levels allow more powerful targets to be banished.
083	03 		 	Offensive	Magic 		A skill that completely consumes all energy from a target, exhausting them and preventing them from using additional skills. Higher skill levels cause the effect to become more lethal.
084	04 		 	Defensive	Conjuration 		Conjure a circular barrier of runic energy that can defend against any type of attack, supernatural or otherwise. The size and durability of the shield increase with skill level.
085	05 		 	Defensive	Curse 		Bind a target's power, diminishing it greatly and completely disabling certain skills. Higher skill levels can bind more powerful targets.
086	06 		 	Offensive	Enchant 		Conjure a weapon made of light, the type of weapon can be decided by the conjurer, however it must be mastered like a normal weapon. This weapon weighs nothing and is especially harmful to and other shadowy creatures. Also grants the ability to enchant objects with light, granting them the same effects.
087	07 		 	Defensive	Enchant 		Enchant an object or material, making it much stronger than it is normally capable of being and more resistant to being damage. Is less effective when used on biological materials like skin. Higher skill levels increase the effect.
088	08 		 	Defensive	Ward 		Passively increases resistance to skills and effects. You can also conjure a around another person or object to temporarily grant immunity to skills and effects. Higher skill levels allow you to completely decurse individuals and items completely.
089	09 		 	Defensive	Ward 		You can perform a ritual that creates a warding field that diminishes the magic of those of your choosing. Higher skill levels increase the effectiveness of the ward and allow you to increase the effective area.
090	10 		 	Utility 	Mastery 		Increases your mastery over other skills and also increases the strength of your Ward-type skills by 1. Higher skill levels grant increased mastery over various forms of defensive skills and grant additional effects.
091	01 		 	Utility 	Touch 		You can now see the history of where an object has been and glean information about its use simply by touching it. Higher skill levels increase your ability to see more about an object.
092	02 		 	Utility 	Conjuration 		You are able to commune and speak with the dead by using various methods, such as a Ouija Board. Higher skill levels allow more clear interaction.
093	03 		 	Utility 	Mastery 		Skills and spells that effect you directly can be used by you for a short duration afterwards. Spells and skills you use in this way require greater concentration than normal. Higher skill level increases the duration you can use these skills and reduces the effort required to replicated them.
094	04 		 	Utility 	Magic 		By using an object closely associated with a person or another object, you can scry for that object or person's location. This requires a map, a piece of string, and a quartz crystal. Higher skill levels allow you to scry more accurately and over greater distances.
095	05 		 	Utility 	Magic 		Through a calm mind you can astral project, allowing your soul to separate from your body. By doing this you can scout out areas. Your soul is completely invisible to individuals that don't have . Higher skill levels allow your soul to travel farther from your physical body.
096	06 		 	Offensive	Summon 		Summon a living weapon that floats and attacks enemies in merciless flurries. Other weapon enchanting skills can be used to enchant the weapon to further strength it and imbue it with elemental properties.
097	07 		 	Utility 	Teleportation		Grants the knowledge and ability to perform a ritual that allows you to move between two points instantly. Moving to another point requires a "Rune of Passage" to have already been placed by you or someone else. Each person's Rune of Passage is unique, and if erased or destroyed, teleportation to that location is no longer possible.
098	08 		 	Utility 	Mastery 		Your emotional state directly impacts the strength of your powers. Feelings of resolve, anger, and conviction empower your skills greatly, while feelings of despair, sadness, and doubt will have an opposite effect. Higher skill levels more heavily tie your powers to your emotions.
099	09 		 	Utility 	Mastery 		You gain the ability to understand and telepathically communicate with animals. Higher skill levels further increase the strength and understanding of this effect.
100	10 		 	Utility 	Summon 		You can link your mind and soul with an animal, increasing their physical attributes and dramatically increasing their intelligence. You're also able to command them telepathically. Higher levels increase the control over your Familiar and grant it supernatural abilities.
101	11 		 	Defensive	Mastery 		You can go into a deep deep sleep at night, dramatically increasing your body's ability to heal itself. However you must sleep for 9 hours, and no force can wake you, supernatural or otherwise. Higher skill levels allow you to recover from worse injuries.
102	12 		 	Utility 	Mastery 		You are able to see ethereal objects and beings that can't be normally seen.
103	13 		 	Utility 	Mastery 		Allows you to maintain more summoned creatures at once. Higher skill levels further increases the number of demons you can have summoned.
104	14 		 	Utility 	Mastery 		Substances that you create using conjuration skills require less concentration. Higher skills greatly decrease the amount effort to conjure substances.
105	15 		 	Utility 	Mastery 		Increases the skill level of your other skills by and grants other various effects.
106	01 		 	Offensive	Shapeshifting		Massively boost your physical strength by infusing your muscles and bones with demonic flesh for a few minutes. When this effect ends you become physically exhausted as your anatomy returns to normal. This effect doesn't change your physical appearance for the duration. Higher skill levels dramatically increase the effect further.
107	02 		 	Offensive	Conjuration 		Conjure a blast of demonic that burns everything, even substances that cannot be normally lit aflame. cannot be controlled, even with . Higher levels allow you to conjure greater amounts of .
108	03 		 	Offensive	Curse 		You may empower a curse, allowing you to cast it over a wide area of effect to curse everything in an area at a diminished effect and duration. Higher skill levels increase the duration and the effected area.
109	04 		 	Offensive	Curse 		Enslave a demon, bending it to your will. Higher skills grant more control over more powerful demons.
110	05 		 	Offensive	Curse 		Curse an individual with the intent of pure cruelty, this inflicts them with terrible luck and also causes all magical projectiles and effects to seek them out instead of their intended targets. Higher skill level dramatically increases the misfortune of the cursed individual.
111	06 		 	Offensive	Summon 		Pull a powerful demon from hell into reality. This demon does not bend to your will if you do not know its true name, it is too powerful, or already has a master. can be used to temporarily gain control of it in spite of these instances. Higher skill levels increase the duration of the summon.
112	07 		 	Defensive	Shapeshifting		Your flesh turns demonic, causing it to become reactive to all out sources of magic. Each time you are damaged or effected by a specific school of magic your resistance to that element is increased until you begin to actually feed upon that type of effect. However being hit by different schools will disrupt the built up resistance to the previous school. Higher skill levels increase the rate at which the resistance builds up.
113	08 		 	Offensive	Magic 		You channel the chaotic power of Belxephon himself, creating an orb of hellish chaotic energy. Everything caught within the orb is ripped asunder, regardless of how durable it is, with even the most powerful defensive magics yielding to the destructive forces within the orb. Using this skill is massively taxing, causing you to immediately pass out after use. This skill devours a part of your soul each time it is used, and can be used up to 12 times. Upon the twelfth use, your soul will be fully devoured by Belxephon, and you will become permanently possessed by him.
114	09 		 	Offensive	Mastery 		You feed off of the pain of others, causing the more pain you inflict to strengthen you, allowing you to execute skills with less effort.
115	10 		 	Offensive	Shapeshifting		You manifest the traits of the demon that's possessing you, channeling its durability and strength, adding it to your own and granting a unique benefit to your other skills. has no maximum duration, but the longer you maintain it, the more difficult it becomes to keep from becoming possessed the be very demons you're channeling.
==In-Depth Descriptions==
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Skills that are aligned to heat and fire. It takes a great deal of concentration to maintain and control most fire skills, but they are generally the most directly destructive skills you have access to and are great at dealing with large numbers of opponents and a wide range of obstacles.
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Element(s):	
Use: 	Offensive
Type: 	Touch
Cost: 	1
You can generate large amounts of heat from your bare skin, thus warming other objects that come into contact with it. Your skin itself does not actually heat up from this process, and objects that are heated by this effect do not transfer that heat back to you, keeping your skin from burning itself.
*Does not grant resistance to heat, merely prevents the supernatural heat you use to warm objects from being re-absorbed back into your body.
:: You can warm areas of your skin to temperatures of up to 350 degrees. It takes 5 seconds to reach maximum temperature but does not require additional Energy to maintain.
:: Once heated to 350 degrees, you can ignite the area with supernatural flames for an additional 2 energy. That skin will remain on fire for as long as you wish without requiring additional Energy to maintain.
:: You learn .
:: You can now flash-heat an object you're touching to 3000 degrees instantly.
:: Touching an target allows you to empower the flames, causing them to spread rapidly and increasing their duration to 45 seconds.
:: Sometimes lose control of the skill, causing you to heat objects you're touching at random, including clothing. Can still use the skill at will, but cannot control the amount of heat you apply.
:: Can no longer control the skill at all, and will accidentally heat anything you touch at a much higher rate.
:: Always heat everything you touch, the effect cannot be disabled. You will also feel unbearably hot as your internal temperature slowly rises. This ca only be prevented with .
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Element(s):	
Use: 	Utility
Type: 	Conjuration
Cost: 	3
Create fire merely by concentrating. The fire can be created up to a few inches away from you, but is easier to create the closer you conjure it to yourself. If the fire has no burnable fuel additional concentration is required to keep it burning.
:: You can conjure small plumes of flame in your hand, up to 2 inches from the surface of your skin.
:: Energy cost of is reduced by 1, you also learn . If you already know increase its level by 1. If your is already Level 3 or greater increase the level of to 3.
:: You can conjure an amount of fire equal to a bonfire of flames up to 3 yards away.
:: The base Energy cost of is reduced to 1. Fire can be maintained indefinitely with very little concentration so long as it is not actively put out with water or cold.
:: The amount of fire you conjure cannot be controlled, resulting in you sometimes conjuring very little or far too much whenever you conjure fire.
:: Completely lose control of the skill, causing you to randomly catch fire.
:: Anything within twenty feet of you has a chance to randomly burst into flames. This includes people.
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Element(s):	
Use: 	Offensive
Type: 	Magic
Cost: 	3
Afflicts a target with . This skill also empowers effects inflicted by itself and other skills.
*Objects that aren't normally burnable will not be ignited.
*Objects must be in your line of sight.
:: By concentrating on an object for 2 seconds you can it. Object has to be within your line of sight and also flammable. Using another skill on an enemy that has been by this skill increases the level of that skill by 1. does not increase its own skill level.
:: Using other skills on an target will also reduce the Energy Cost of that skill by 1. reduces its own Energy Cost if it is used on a target that's already .
:: You can now instantly objects. you also learn . If you already know increase its level by 1. If your is level 3 or greater you may instead learn a skill of your choice.
:: Your effect will burn eternally until forcibly put out, or until you want it to stop burning.
:: You may also light yourself or another unintended object on fire.
:: You cannot ignite anything anymore, instead you simply catch fire every time you attempt to ignite something else.
:: You catch fire every few minutes, forcing you to put it out through traditional means.
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Element(s):	
Use: 	Offensive
Type: 	Shapeshifting
Cost: 	5
Your lungs are changed at a molecular and genetic level, becoming similar to a dragon's lungs. This allows you to ignite the air within your lungs and you can use that you breath out a stream of flames.
*You must take a deep breath in order for the skill to be truly effective, though smaller breaths can be used to "spit" a small gout of fire.
*The fire you breath out is unlike normal flames and burns at an intensity of 9900 degrees, the same temperature as the surface of the sun.
*This skill makes your lungs, throat, mouth, and inner-nose completely immune to heat and fire. However your outer body can still be burned.
*Using this burns all of the oxygen in your lungs, meaning that repeated use will not only put you out of breath, but has the ability to suffocate you rather quickly.
*This fire cannot be controlled with or any other effects outside of physical deflection.
:: Breath's range is 5 feet, and you can maintain the breath for up to 3 seconds.
:: You can now breath the fire up to 3yards and the cost to use is reduced by 1.
:: You can now choose to breath out a "cone" of flames rather than a stream, increasing the effective burn area. You can also breath in , smoke, and ash without suffocating or causing any ill-effects.
:: burns through , , and other defensive effects in 1 to 2 seconds depending on their strength.
:: The is immediately consumed and the object is super-heated to 30,000 degrees, turning the white-blue.
:: You develop a sore throat and randomly cough up flames, but can still otherwise breath fire.
:: You cough out a much greater amount of flames, and sneezing causes a massive blast of fire.
:: Breathing out has a high chance of you breathing out fire, even talking can cause you to breath a plume of flames. This effect can quickly suffocate you.
* will cause the fire to change direction in mid-flight, bending the stream towards the cursed individual. This is the only way to add a degree of control to Fire Breath.
========
Element(s):	
Use: 	Offensive
Type: 	Enchant
Cost: 	4
Conjure a weapon made of pure flames, the weapon has physical substance and can be wielded like a conventional weapon. This skill also allows you to enchant solid objects with the element of fire.
*The conjured weapon and objects enchanted with fire will not burn the person holding them.
*The conjured weapon will last only a few seconds if it is knocked from your hand.
*Enchanted objects are constantly ignited, but do not burn themselves, meaning that you can enchant anything from paper to ice, and it will not burn itself up.
*Only simple weapons can be conjured. Modern mechanical weapons like guns or bows cannot be conjured.
*Conjuring or enchanting larger objects requires much more effort and will drain your energy more quickly.
*Once a weapon is conjured or an object is enchanted, it doesn't take any additional effort to maintain the weapon or enchant.
*As long as you hold the enchanted object in your hand or have it near to you the enchant will last forever.
:: Weapon and enchant burns at 500 degrees, striking an object it. Enchant lasts 3 minutes.
:: You can now conjure a weapon in each hand without any additional Energy cost. Enchant lasts an hour.
:: Weapon burns at 1700 degrees. Enchant lasts 12 hours.
:: Weapon burns at 5000 degrees and can effectively melt through most substances. Enchant lasts as long as you want it to.
:: Accidentally enchant objects you touch, this includes your clothing.
:: Conjured weapon and enchanted objects also burn you.
:: Everything you touch becomes enchanted and a possessed demonic fire-hammer appears intermittently that will attempt to kill you.
* allows you to explode fire enchanted objects.
* can be used to conjure slightly more complex weapons, such as whips and bows.
========
Element(s):	
Use: 	Offensive
Type: 	Summon
Cost: 	5
Summon a snake-like demon from the burning lakes in hell. The demon flies through the air effortlessly, is quite agile, and is capable of passing through most solid matter, though it's not very intelligent and cannot comprehend complex instructions. It attacks by passing through enemies and lighting them aflame. Each time the Wyrm sets something on fire it restores itself to full health.
*Will actively attack others that you perceive as a threat.
*Understands basic commands, like which target to attack, or commands to stop attacking.
*Cannot pass through solid metal unless it melts its way through.
*Unlike other fire skills, the Wyrm will not normally burn you if you touch it.
*While the Wyrm is weak to Cold skills and effects, Fire and heat make it stronger, even healing it.
:: The wyrm is small, about the size and length of a cat, and moves nearly as fast. It attacks by darting towards targets and rushing passed them, them if it touches them.
Lasts 75 seconds. The wyrm can be maintained beyond this duration, but will begin to slowly drain your Energy.
:: Size is greatly increase and length is increased to 6 feet. The wyrm will attempt to dive through the chests of enemies to devour their heart. If it succeeds in doing this it will fully heal itself and restore 1 Energy to you.
:: Wyrm grows even larger, having a length of nearly 25 feet. Can burn and melt most materials with ease.
:: The Wyrm will now create rune-based portals that allow it to quickly teleport across the battlefield. At the end of its duration it will attempt to drag an enemy to Hell as it opens a portal to leave.
:: The Wyrm will not always obey your commands.
:: The Wyrm can summon itself, and will rarely listen to your commands.
:: The Wyrm will randomly summon itself once a day at Level 3 power and will go berserk, attempting to kill you and anyone else nearby.
* can be used to explode the Wyrm.
* allows you to telepathically command the Wyrm with basic instructions. At max skill level the Wyrm can be controlled as if it were an extension of your own body.
========
Element(s):	
Use: 	Offensive
Type: 	Enchant
Cost: 	10
You are able to consume any open flames, causing them to instantly release all of their energy in an explosive kinetic blast. The more flames that are consumed, the more powerful the explosion.
* doesn't release and explosion of , it converts open flames into a pure physical shockwave, allowing it to pass through effects such as .
*Larger amounts of flames require more effort to explode and tire you more quickly.
*Cannot be used on .
*Cannot be used on that wasn't conjured by you.
*Flames must be in your line of sight if you want to combust them.
:: Can combust flames that are up to 3 yards away.
:: You learn Level 1 , if you already know you may increase it's level by 1. If it is already at Level 3 or greater, instead increase the level of to 3.
:: Can combust flames up to 30 feet away and its base Energy Cost is reduced to 5.
:: You can now use on any supernatural effect, regardless of if it actually lights a target or object on . This includes things like .
:: Using on an enemy increases its level by 1.
:: Any open flame within ten feet of you has a high chance to just explode suddenly.
:: Anything that generates sufficient heat within twenty feet of you can randomly explode. This includes things like car engines, light bulbs, and TVs.
:: You randomly explode in a wave of white-hot fire that incinerates everything within ten feet of you.
*Can be used to combust to create a cooling blast.
* can be used to set up easy situations in which Combustion excels.
*A summoned can be combusted, effectively turning the demon into a quick-flying bomb. Doesn't work on that aren't summoned by you.
* and objects enchanted by the same skill can be combusted. Doesn't work on objects not enchanted by you.
*Even if a target is protected by the explosion from Combustion is a kinetic force, allowing it to knock them away regardless.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
You passively absorb the heat from nearby sources, replenishing your strength and increasing your concentration. This effect also allows you to more easily use your skills without becoming tired as quickly.
*Doesn't grant any heat or fire resistance, you will still burn as badly as normal.
*This effect also increases your physical stamina when near heat, allowing you to exert yourself physically for slightly longer periods of time.
*Your own body generates heat when you are active enough, though the amount of energy you absorb from this is not enough to make up for the amount of energy your body is spending to generate it.
*Though very hot days will still feel awful, you will be more physically capable than a normal person on those days.
:: When near a source of great heat, such as a large open flame, your maximum Energy is increased by 5.
:: You learn , skill that cannot be normally gained.
:: When near a source of great heat your Energy regenerates even when you use a skill.
:: You can now feed off of even small sources of heat and you gain the full effects even from something as simple as a hot day.
:: Provides no benefits.
:: You attract any open flames to you, this includes even that you yourself have conjured.
:: Being near heat feels unbearably hot to the point that you will begin to sweat uncontrollably and feel like you're being burned alive.
*This effect increases your concentration and reduces the effort required to use all skills. Not just fire.
*When used in conjunction with the various Mastery skills that provide control, Warmth can provide unrivaled control over your powers.
========
Element(s):	+
Use: 	Defensive
Type: 	Ward
Cost: 	2
You becoming passively more resistant to all forms of heat and fire. You are also capable of conjuring a Fire Ward around you or another to make that object or individual completely immune to fire for a short duration.
*You can only have one thing warded at a time.
*You can ward yourself, another person, or an object.
*The ward effect is invisible.
*The ward effect makes you immune to but doesn't remove the effect.
:: Provides basic resistance to temperatures up to 250 degrees, allowing you to completely ignore every day sources of heat. The ward lasts 10 seconds.
:: Resistance is increased to up to 1000 degrees. Most forms of fire will still injure you, but your skin is no longer flammable and you are immune to most third-degree-burns from every day fires. Ward lasts 20 seconds.
:: Resistance is increased to up to 4000 degrees making you immune to nearly all forms of fire. Magical flames can still harm you however. Ward lasts 45 seconds.
:: When you ward another person or object, you also ward yourself.
:: You can no longer conjure wards.
:: You become more flammable, effectively weakening your resistance to heat.
:: All sources of heat are very dangerous, especially direct sun, which can overheat you to heat exhaustion in minutes.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
Grants increased mastery of all skills you are able to use, increasing their skill level by 1. This effect can push them passed the level 3 cap, allowing you to get the Mastery bonus. Also grants telekinetic control over fire.
*This does not give you access to skills you don't know. It only increases skills you have access to.
*Does not grant control over fire that is conjured by others.
:: Skill levels of other skills are increased by 1, and you gain limited pyrokinetic control over fire that isn't conjured by others. Once a day you also gain the ability to roll a 10-sided dice. Depending on the resulting number you are able to use the following skill for a single day in it's Level 1 form. This skill does not receive the passive level bonus benefit from this skill.
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: You get to choose which skill you wish to learn for the day.
:If you roll for an ability you already have, its level is increased by 1 for the day. If the level of that ability is already at 3 or greater, you may instead choose which skill to learn for the day.
:: You gain the ability . If you already have this ability you may choose it increase it's level by 1 or gain another ability of your choice that you do not already have. If you already have all abilities, instead increase the level of to .
:: You can super heat all forms of fire into white-hot plasma that is capable of burning through nearly any earthly substance. Performing this effect for more that a few seconds greatly taxes your mind however. You also gain dramatically increased pyrokinetic control over fire, and limited control over fire conjured by others.
:: Provides no benefits.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
:: Lowers the level of your other skills by 2. This can lower their level into the negatives.
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	2
You can pull Energy from within yourself and transfer it to another person. Higher skill levels provide additional effects.
*This skill doesn't benefit from effects that reduce Energy Costs.
:: You can transfer 2 of your Energy to another person. Transferring Energy to someone who is already at their maximum amount of Energy will cause it to go passed the "cap", this extra energy will quickly drain away within the next 15 seconds.
:: After using your next skill costs 1 less Energy.
:: When you transfer Energy to another person they gain 3 Energy. still costs 2 Energy.
:: When you use on someone the next skill they used costs 1 less Energy.
:: The target gains only 1 Energy.
:: Skill cost increased to 5 and you randomly use in place of your other skills.
:: You random transfer all of your Energy to a nearby person, causing you to faint.
========
Empower yourself or an object you're touching, empowering to cause an additional -based effect the next time you strike a target or surface.
*This can be used to empower anything from your firsts, to your body, and can also be used to empower objects, such as a melee weapon or a thrown object. It can even be used to empower a gun's bullets.
*Each individual strike must be empowered.
:: Curses the struck object, causing additional effects to inflict level 1 on it. Using twice will inflict Level 1 on the second strike.
:: Striking a target 3 times will cause . This effect will not harm you if you are in range of the explosion.
:: You gain the ability to use a modified that will turn you into a wave of flames that quickyly seeks out an object afflicted by , allowing you to close the gap between you an a target you've already struck.
:: You learn Level 1 . If you already know increase it's level by 1. If the level of is already 3 or higher you may learn another Offensive skill.
:: You sometimes empower strikes that you do not wish to.
:: You randomly yourself.
:: Your skin becomes flammable. Anything that strikes you inflicts Level 1 .
*
========
Element(s):	
Use: 	Offensive
Type: 	Magic
Cost: 	3
You can telepathically cause a source of fire to flare, making it spread over a surface.
:: Fire will growth, instantly spreading up to other flammable surfaces in a radius of up to 1 foot.
:: The temperature of the flames increases dramatically, allowing it to spread to surfaces that are more difficult to burn.
:: The fire gains demonic qualities, causing it to intelligently leap across non-flammable surfaces to burnable materials with 5 feet of it. Energy cost of is reduced to 2.
:: You may learn another skill of your choice or increase the level of another skill by 1.
:: Any open flame will randomly spread more quickly when you are nearby.
:: Open flames will attempt to spread to you.
:: All open flames will leap towards you in an attempt to incinerate you.
========
Element(s):	
Use: 	Offensive
Type: 	Summon
Cost: 	3
Summon a beam of white-hot plasma to strike a target. The beam is thin and small, making it difficult to land on moving targets, and lasts only a fraction of a second.
*The beam can even melt steel and most other metals.
*The beam must be summoned from the sky itself. If used inside of a building it will just hit the roof.
*The beam is much easier to summon as night, if used during the day the Energy cost is increased by 3.
:: Summon a beam of white-hot plasma from the sky, the beam is so hot that it is capable of burning a hole through most materials in that short amount of time.
:: inflicts Level 2 .
:: Each time you summon the next you use within the next 10 seconds has its energy cost reduced by 1. This effect stacks, allowing you to continually reduce the Energy Cost of .
:: The base Energy Cost of is reduced by 2.
:: is much more difficult to aim, causing it to frequently miss.
:: You can no longer choose where will be summoned.
:: Being under the night sky will cause random beams of to strike you, usually killing you.
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	4
.
*
:: .
:: .
:: .
:: .
:: .
:: .
:: .
*
----
======
Powers that are aligned with cold and ice. While not as destructive as Fire, Cold skills are adept at hindering opponents, as well as causing massive physical trauma. They are also more useful in situation where non-lethal force is required. What cold lacks in destructive power, it makes up for with utility.
========
Your direct touch now forces the heat from an object, allowing you to cool it to freezing levels. Your skins absorbs a portion of the removed heat, keeping it from freezing as you cool objects you touch.
*Doesn't increase your resistance to objects you're not cooling yourself, as you need to be cooling them to absorb their heat and keep from freezing your skin.
:: Cool objects to 0 degrees.
:: Cool objects to -500 degrees.
:: Cool objects to -2200 degrees.
:: There is no limit on how cold you can make an object, however it takes much more time and concentration to cool objects once they are below -3000 degrees.
:: You sometimes unintentionally cool objects. You cannot tell when this happens because you don't feel the cold you apply to objects.
:: Everything you touch is continuously cooled, eventually causing it to shatter.
:: You're always cold. This can lead to hypothermia and death, even during a triple digit summer day. This can only be prevented through the use of .
========
You are able to conjure supernatural ice through concentration and effort. This ice dematerializes instead of melting, leaving very little water behind. Maintaining the ice requires concentration, especially in warm environments, however it melts at a similar rate as normal frozen water would.
*
:: You can conjure a small amount of ice in your hand, similar to icicles. Conjuring more requires greater effort.
:: You can conjure about a gallon of ice, and can now conjure it in a 2 foot radius around you, instead of just in your hand.
:: You can conjure a great deal of ice with little effort up to three yards away.
:: Conjure ice requires no effort at all, and maintaining it in temperatures up to 120 degrees requires no effort. However concentration must be exerted to keep it from melting in hotter temperatures.
:: The amount of ice you conjure is difficult to control, causing you to sometimes conjure massive amounts, or very little.
:: You completely lose control of the skill, causing ice to form over your skin at random.
:: Anything within 20 feet of you has a chance to freeze solid. This includes people.
========
You can project supernatural energy that cools air and moisture in a thin beam of cold. The distance the beam can travel is not affected by ambient temperature, it is the same on a freezing cold day and a stifling hot day.
*The beam is similar in thinness to a laser pointer.
:: The beam has an effective range of up to 10 yards, or 30 feet, reducing temperature by 10 degrees per second. Because the beam is so thin it is difficult to aim at longer distances and cools objects.
:: The range of the beam is increased to 20yards (60 feet).
:: You can now blast twin beams from your eyes that are twice a difficult to maintain, however they freeze things three times as fast.
:: Ice crystals now form within the beam as it travels. These crystals grow sharper and move faster as they travel the length of the beam. This effectively turns the beam into a barrage of sharp ice-shards at long distances.
:: Range is reduced to 3 yards (9 feet).
:: Beams of cold randomly radiate from you, chilling and freezing nearby objects and people.
:: Your eyes constantly blast beams of cold, freezing everything you look directly at.
========
You can transform into a cloud of cold mist, allowing you to pass through small openings such as cracks in the floor or a chain link fence. While in mist form you are critically weak to fire and heat, but have an immunity to much other effects.
*This also transforms your clothing and anything you're holding.
*Strong winds can blow you away while you're in mist form.
:: It takes 2 seconds to transform and you can maintain mist form for up to 5 seconds.
:: Duration of mist form is increased to 10 seconds.
:: Transformation is now instant, and the form can be maintained through effort, but is physically taxing.
:: You can now transform both yourself and anyone you're touching into mist, and maintaining the form is much easier.
:: It takes 30 seconds to willingly transform.
:: You can no longer control yourself while transformed, and the duration of the transformation is random, lasing from one second, up to 60 seconds.
:: You randomly transform into cold mist.
* - Can be cast on you to grant immunity to your crippling weakness to Fire and heat while transformed.
* - Can transform into Frost Fire if the skill is level 3 or higher.
* - Dramatically increases your control of your mist form. Max level allows you full control even against high winds.
========
Conjure a weapon made of freezing ice, that can be wielded like a conventional weapon. This skill also allows you to enchant solid objects with the element of cold.
*The conjured weapon and objects enchanted with cold will not freeze the person holding them.
*The conjured weapon will last only a few seconds if it is knocked from your hand.
*Enchanted objects constantly freeze the atmosphere around them, but do not actually freeze themselves.
*Only simple weapons can be conjured. Modern mechanical weapons like guns or bows cannot be conjured.
*Conjuring or enchanting larger objects requires much more effort and will drain your energy more quickly.
*Once a weapon is conjured or an object is enchanted, it doesn't take any additional effort to maintain the weapon or enchant.
*As long as you hold the enchanted object in your hand or have it near to you the object/enchant will last forever.
:: Weapon and enchant cools to -20 degrees. Enchant lasts about three minutes.
:: You can now conjure slightly more complex weapons such as flails and whips. Enchant lasts an hour.
:: Weapon cools to -2450 degrees. Enchant lasts twelve hours.
:: The weapon releases a freezing blast on impact that causes ice to spread across the surface of whatever it impacted. The enchant lasts as long as you want it to.
:: Accidentally enchant objects you touch, this includes your clothing.
:: Conjured weapon and enchanted objects also freeze you.
:: Everything you touch becomes enchanted and a possessed demonic frost-trident appears intermittently that will attempt to kill you.
* - You can conjure ice in the shape of weapons and then enchant them with Frigid Weapon. This will keep the ice from melting as long as the enchant lasts and strengthens the ice considerably.
* - You can control the movements of the Level 4 bonus effect as it spreads across a surface. Higher skill levels increase you ability to control it.
========
Summon small but clever imp-like lesser demons that have mastery over Cold skills. Though frail and physically weak, the Imp flings bolts of super-cooled mist in quick succession. Though each bolt does little damage, their damage will quickly add up if an enemy is consistently hit.
*The Imps are about a foot tall.
*
 
:: Summon 2 Imps.
:: Imps can now freeze themselves in a solid block of ice, massively increasing their defense. However they cannot do anything else while frozen.
:: Summon 3 Imps, in addition the Imps can now use level 1 versions of your Cold Skills.
:: You can now summon an Abyssal Imp. This Imp is much more intelligent, capable of communicating with you, using Level 2 versions of your other Cold Skills, and can cast invisibility and flight on itself.
:: The Imps may not obey your commands.
:: Imps will summon themselves and refuse to listen to your commands.
:: An Abyssal Imp will appear once a day and attempt to kill you.
========
Conjure supernatural blue-white flames that are freezing cold. Unlike normal fire, Frost Fire spreads across cold and damp surfaces. Heat and fire can put out frost fire.
*Spreads extremely fast over wet and surfaces. This makes it very deadly against most humans and animals, as skin is moist.
*The colder a surface, the faster it spreads. Frost Fire quickly spreads uncontrollably over ice and frost.
:: You can conjure small plumes of flame in your hand, up to 2 inches from the surface of your skin.
:: You can conjure a campfire sized amount of flame up to 3 feet away from you.
:: You can conjure a bonfire of flames up to 10 feet away.
:: Conjuring frost fire no longer requires any effort at all, and it can be maintained indefinitely with very little concentration so long as it is not actively put out with fire or heat.
:: The amount of frost fire you conjure cannot be controlled, resulting in conjuring too little or too much.
:: Completely lose control of the skill, causing you to randomly catch fire with Frost Fire.
:: Anything within 20 feet of you has a chance to randomly burst into frost fire.
: - Allows you to conjure Frost Fire more easily, and at larger amounts.
: - You can use ignite to light objects with Frost Fire.
: - Allows you to conjure a weapon made of Frost Fire, and enchant objects with it as well.
: - You can conjure an Abyssal Wyrm made of Frost Fire. It gains the same benefits of your Infernal Wyrm and is able to pass through any cold material effortlessly.
: - Can be used to combust Frost Fire into an explosion of ice.
: - Grants increased control over the Frost Fire.
========
Curse an object or individual with a bone-chilling effect that causes them to cool from the inside out. This not only causes the affected to slowly freeze, it greatly reduces their ability to resist cold effects.
:: Curse causes the affected to become colder. Reducing temperature by 4 degrees second. Duration of the curse is 10 minutes.
:: Duration is increased to 20 minutes. This duration is refreshed to its maximum each time an affected individual is effected by one of your other cold skills.
:: Cursed enemies cannot perform Fire skills and gain no benefit from Fire skill effects, even passive ones.
:: Reduces temperature by 10 degrees per second. If the curse is removed the object or individual that was curse immediately explodes in a wave of ice that sticks into everything nearby.
:: The curse only lasts 30 seconds.
:: You become cursed with Hypothermia every 20 to 30 minutes.
:: You are permanently cursed with Hypothermia.
========
You are passively resistant to all forms of cold. You are also capable of conjuring a Cold Ward around you or another that makes that object or individual completely immune to fire for a short duration.
*You can only have one thing warded at a time.
*You can ward yourself, another person, or an object.
*The ward effect is invisible.
:: Provides a passive resistance to temperatures down to -100 degrees.
:: You are now immune to temperatures down to -400 degrees.
:: You are now immune to temperatures down to -1200 degrees.
:: When you ward another person or object, you also ward yourself.
:: You can no longer conjure a Cold Ward.
:: Your body has more difficulty keeping itself warm, effectively making you cold blooded.
:: Even slight cold, like that of a winter night, can send your body into shock with the possibility of killing you.
========
Grants increased mastery of all Cold type skills you are able to use, increasing their skill level by 1. This effect can push them passed the Level 3, allowing you to gain their mastery bonuses. Also grants Cryokinetic control over ice.
*This does not give you access to skills you don't know. It only increases skills you have access to.
*Does not grant control over ice and other cold effects that are conjured by others.
 
:: Skill levels over other Cold skills is increased by 1 and grants limited control over frozen objects, but most especially water. Once a day you also gain the ability to roll a 10-sided dice. Depending on the resulting number you are able to use the following skill for a single day in it's Level 1 form. This skill does not receive the passive level bonus benefit from this skill.
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: You get to choose which skill you wish to learn for the day.
:If you roll for an ability you already have, its level is increased by 1 for the day. If the level of that ability is already at 3 or greater, you may instead choose which skill to learn for the day.
:: You gain the ability . If you already have this ability you may choose it increase it's level by 1 or gain another ability of your choice that you do not already have. If you already have all abilities, instead increase the level of to .
:: Your skills have their effectiveness increased, allowing you to reduce their temperatures nearly to absolute zero. Your cryokinetic control over ice and other cold objects is also massively increased, and you have limited control over ice conjured by others.
:: Provides no benefits.
:: Lowers the level of your other Cold skills by 1. This can lower their level into the negatives.
:: Lowers the level of your other Cold skills by 1. This can lower their level into the negatives.
----
===<Big></big>===
========
Element(s):	+
Use: 	Offensive
Type: 	Curse
Cost: 	1
Curse a target in your line of sight up to 10 yards away, slowly ripping away a soul after a brief delay and granting you . is used to fuel other skills.
 
:: Curse a target, ripping away a chunk of their soul after 2 turns. This grants you 1 .
:: Curse now lasts 4 turns, siphoning a every 2 turns of its duration.
:: You can expend 1 additional to instantly rip a from a cursed target. This does not end the curse early.
:: You also drain 1 every 2 turns. Curse duration is increased to 10 turns.
:: now costs 1 to use.
:: you can no longer choose who you curse, causing you to randomly curse anyone within 10 yards of you.
:: You soul drains away over the next 48 hours. After this time your soul will be completely ripped to pieces and you will die.
========
Element(s):	
Use: 	Offensive
Type: 	Enchant
Cost: 	2
Conjure a nightmarish scythe weapon made of , the weapon is partially incorporeal, allowing it to strike through physical substances, but also cause a degree of kinetic impact. This weapon can only be blocked by other conjured "weapon"-type skills and other supernatural objects. This skill also allows you to enchant objects with its effect.
*Some supernatural substances can defend against the weapon.
*The conjured weapon is invisible to humans who do not have .
*The conjured weapon and objects enchanted with does not drain the soul of the person holding them.
*The conjured weapon will dissipate instantly if it is knocked from your hands.
*Unlike other "Weapon" skills this skill can only conjure varying sizes of scythes.
*Enchanting larger objects requires much more effort and will drain your energy more quickly.
*Once a weapon is conjured or an object is enchanted, it doesn't take any additional effort to maintain the weapon or enchant.
*As long as you hold the enchanted object in your hand or have it near to you it will last forever.
:: If the weapon connects with a living being, a fragment of its soul is ripped away, granting you 1 . Enchant lasts 3 minutes. You learn , if you already know increase its level by 1.
:*Cannot drain from soulless entities such as .
:: You can now empower the enchant by using 1 additional , causing its next strike to stun any hit for 1 Turn. Enchant lasts 10 hours.
:: Also inflicts your curse onto the target at no cost and at the same Level you're capable of casting it at.
:: As long as you're holding an object enchanted with you can teleport to a target cursed by . This teleportation costs 4 .
:: now costs 5 to use.
:: No long grants you on successful strikes.
:: A mass of lost souls will constantly haunt everything around you.
========
Element(s):	
Use: 	Offensive
Type: 	Magic
Cost: 	1
You can project a part of your soul out for a moment to attack a target physically at range. Higher levels increase strength of the projection and add additional effects.
:: Project a duplicate of yourself at the target which lasts long enough to allow you to perform a single quick action, such as a punch, kick, trip, or any other quick physical action. Can be project at anything in your line of sight up to 100 yards away. The strength of the projection is equal to your physical strength.
:: lasts long enough to perform two actions, or one that takes a bit more time. You can now expend 1 instead of .
:: The strength of the projection is increased to triple your physical strength.
:: The projection can now perform one of your skills. This skill still has its normal costs.
:: Now costs 4 Energy.
:: Your projection sometimes attacks you instead.
:: Your soul attempts to rip you apart from the inside, causing massive internal bleeding.
========
Element(s):	
Use: 	Offensive
Type: 	Curse
Cost: 	2
Curse a target, causing any other supernatural skills that are used on it to also rip out a fragment of the cursed's soul. Higher levels grant additional effects.
:: Curse a target for 3 Turns, causing any other skills that hit it to rip out 1 and grant it to you.
:: You can now expend 4 instead of to cast .
:: , , and skills that hit drain doubled the amount of .
:: Amount of drained is increased to 3.
:: Sometimes curse yourself.
:: Cost increased to 8 .
:: Your soul is shattered inside of your body, turning you .
========
Element(s):	+
Use: 	Offensive
Type: 	Magic
Cost: 	1
A violet-black skull made of chaotic appears near you and streaks off wildly towards the target. The skull is moves in a jagged path and doesn't fly in a straight line, making it difficult to aim at long distances. Higher levels grant additional effects.
:*Because the skulls are so inaccurate,there's a chance that they could hit others you don't intend if they are somewhere within the path.
:: Is accurate at ranges of up to 3 yards. Any farther than the skull will miss a majority of the time. The skull deals very light damage, requiring a barrage of hits to take down a target.
:: Each time you use the next skill you use costs 1 less . This effect stacks and lasts 3 turns.
:: Every 5th you use in a row inflicts Level 1 .
:: You learn at Level 2. If you already know increase its Level to 3.
:: is increased to 2.
:: Effective range is reduced to 1 yard.
:: You randomly become possessed for a few seconds each time you use .
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	8
Infuse yourself with the power of , dramatically bolstering your power temporarily. Higher skill levels grant additional effects.
:: Infuse yourself with the pure essence of devouring them, increasing the Level of the next skill you use by 2. You also learn , if you already know increase its level by 1.
:: Cost is reduced to 6.
:: The next sill you use also costs 50% less.
:: Cost is reduced to 4.
:: Next skill has its Level only increased by 1.
:: Next skill also has its cost increased by 50%.
:: Every time you use a skill you empower it.
========
Element(s):	
Use: 	Utility
Type: 	Summoning
Cost: 	5
Summon a dark wraith to attack a target for a short duration. You can telepathically command the wraith during its duration. The wraith gains various effects and traits with level.
:: Summon a dark wraith to a target for 4 Turns. While haunting the target, the Wraith drains away 1 per Turn. You also learn , if you already know increase its level by 1.
:: The wraith drains double the amount of from targets cursed by . It can also possess for its duration, allowing you to command them.
:: The wraith's duration is increased to 6 turns, and it can now use Level 1 versions of your and skills. It can use these skills even while it is possessing .
:: is reduced by 4 and the Wraith's duration is increased to 12 turns. You also learn even if it is already crossed out on the powers list.
:: The Wraith only lasts 1 turn.
:: now costs 8 in addition to its cost.
:: The Wraith you reducing your maximum by 5.
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	8
Release a ring of power that's centered on you. This ring heavily damages all enemies within a certain radius of you. Has additional effects at higher levels.
:: Release a ring of power that quickly spreads outwards in a shockwave, hitting everything within 5 yards, dealing heavy damage and blasting enemies away. You learn , if you already know increase its level by 1.
:: You can now empower with any other "Magic", "Curse", or "Conjuration" skill you know, adding the cost of that skill to this one's. This causes an expanding ring of power that gains the effects and traits of that skill.
:: You drain 1 from each living target hit. Radius of the can be increased to up to 25 yards.
:: Empowering no longer adds the additional cost of the skill you're using to empower it with.
:: Range is reduced to 2 yards.
:: You must use your own to power the skill.
:: Sometimes when you use another skill, you instead cast an empowered with a 25 yard radius.
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	2
You can convert souls into metabolized stamina, effectively allowing you to convert into . Higher levels grant additional effects.
:: Convert 2 into 1 . This can be used multiple times at once, effectively allowing you convert in bulk. Your cannot go passed the cap. You also learn , if you already know it, increase its levle by 1.
:: Each time you expend 5 or more in a single turn, you gain 2 .
:: You learn . If you already know it, increase its level by 1.
:: You can now convert 1 into 2 .
:: 
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
========
Element(s):	+
Use: 	Utility
Type: 	Magic
Cost: 	
By calming your mind you can astral project, which allows your to temporarily leave your physical body. This allows you to explore locations without having to actually go there. However your astral form cannot interact with the environment, only watch.
*You are invisible and make no sound while in astral form. However individuals with will be able to see and hear you.
*Your soul does not tire from exertion, allowing your astral form to run, jump, etc. endlessly.
*Initially, very few Powers can be used while in astral form.
*Your astral form is much more frail than your physical body, especially to skills and effects.
:: Requires great concentration to maintain and your can only travel up to 3 miles away.
:: Travel range is increased to 10 miles, and you can now while sleeping.
:: Travel range is increased to 25 miles away and your can teleport to any location in that radius instantly. You can also expend 1 to interact with the environment around you for 30 seconds.
:: You now benefit from all of your "Mastery"-type skills while . Your can also use 1 skill, but doing so will end the projection immediately afterwards. 
:: You at times without even realizing it. This will most often happen when waking up, as your soul will awaken before your body will.
:: Your soul wanders at night while you're sleeping. This will be perceive this as a dream and you won't even realize it.
:: The tether between your body and your soul is severed, making you more vulnerable to possession.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
Increases your mastery over skills that you're abl to use. Higher levels grant other effects.
:: Increases the level of your other skills by 1. You also learn . If you already know instead increase its level by 1. If its base level is already 3 or greater you choose another skill you learn.
:: You learn . If you already know increase it's level by 1. If it is Level 3 or higher learn another skill of your choice.
:: Increase the level of another skill you know to Level 3.
:: 
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
======
Poison skills are specialized to inflict lasting agony to others. They cause catastrophic internal damage and can also manifest as super acids that devour both flesh and steel alike. They are more difficult to use in combat than Fire or Ice skills, but can cause certain death in even the toughest enemies.
----
========
Element(s):	
Use: 	Offensive
Type: 	Touch
Cost: 	1
Your bare skin can be made poisonous, this poison is passed into organic material you touch. These poisons are unique to you, and you have a chemical immunity to them.
:: You can inflict a light paralytic poison that causes numbness and inhibits motor function. Prolonged touch dramatically increases the effect. Touching someone for 8 to 10 minutes can temporarily cause full body paralysis.
:: You can inflict a painful poison that inflames nerve endings. Prolonged touch increases the pain and spreads it outwards from the location, and also increases the duration of the pain to last longer. Your touch also inflicts .
:
:: You can inflict a tranquilizing poison that puts people and creatures to sleep for up to 6 hours.
:: Your touch prolongs the effect of all poisons already inflicted and allows you to control the poisons within the person or creature you're touching.
:: You unintentionally poison things with your touch.
:: You continuously poison everything you touch.
:: Poison leaks into your body from your own skin, killing you slowly.
========
Element(s):	
Use: 	Offensive
Type: 	Shapeshifting
Cost: 	3
You can secrete acid from areas of your skin through your sweat glands. The strength and effects of the acid increase with skill level.
:: You can secrete small amounts of acid from the surface of your skin, being able to choose where the acid is secreted. This acid causes extreme pain and irritation to soft tissues it comes into contact with. It can also be used to slowly burn through metals.
:: You learn . If you already know increase its level by 1. If it is already Level 3 or higher, increase the level of this skills to 3.
:: Energy Cost is reduced by 1. Acid is much stronger, being able to burn through common metals and biological materials like flesh and bone in seconds.
:: You can now transform into acid for up to 5 minutes. While in this form you can move as a mass of liquid, able to burn through materials with ease and fit into small spaces. However you can easily be frozen solid and shattered, and won't be able to reform yourself until you thaw.
:: Acid is randomly laced with your sweat, causing it to slowly burn through substances, most notably your clothes.
:: Your skin becomes irritated and constantly breaks out in painful and itchy rashes.
:: Your sweat is completely replaced with acid, and your skin no longer resists its effects causing your skin to burn itself whenever you sweat.
========
Element(s):	
Use: 	Offensive
Type: 	Shapeshifting
Cost: 	3
You can cause your sweat glans to expel a poisonous substance that quickly calcifies into crystalline spines that form over your skin. These spines are extremely poisonous, inflicting to everyone except you and your Twin. The effects and strength of the increase with skill level.
:: You can create spines from your fists, forearms, feet, and lower legs. This spines can be Enchanted for additional effects.
:: You can now launch the spines from your body up to 5 yards away at low velocity. Their sharpness makes them deadly to unarmored individuals at ranges of up to 3 yards.
:: You can create spines all around you from the surface of your skin. Distance the spines can be launched is increased to 10 yards, making them deadly to anything within 7 yards of you.
:: You can grow the spines to long javelin-like shards. Spines that are embedded in others begin to grow on their own, spreading across a target's body until they are encased in the substance.
:: You can still create spines, but they are brittle and break very easily.
:: The spines sometimes turn to acid when they're still on your body, burning you.
:: You become encased in a layer of calcified acid, like a full-body caste, and can no longer move unless it is broken away.
========
Element(s):	
Use: 	Offensive
Type: 	Magic
Cost: 	2
You can manifest a substance in a target's blood stream, causing them to become .
:: a single target in your line of sight that's up to 5 yards away.
:: Using on a target that's already will cause the and all Curses and to spread to anyone else you choose within 5 yards of that target.
:: The duration of your is increased to 5 minutes. You learn .
:: As long as a target is by you the duration of all other negative effects are refreshed to their maximum duration each second. Energy Cost reduced to 1.
:: You also yourself.
:: Your immune system is less resistant to toxins, causing themt o be much more deadly.
:: You are permanently at all times.
========
Element(s):	
Use: 	Offensive
Type: 	Enchant
Cost: 	4
Conjure a weapon made of solid mercury, which can be wielded like a conventional weapon. This skill also allows you to enchant objects with a sheen of mercury, making them poisonous to anyone that touches them.
*The conjured weapon and objects enchanted with quicksilver will not poison the person holding them.
*The conjured weapon will last only a few seconds if it is knocked from your hand.
*Enchanted objects themselves do not become mercury, nor do they become laced with it.
*Only simple weapons can be conjured. Modern mechanical weapons like guns or bows cannot be conjured.
*Conjuring or enchanting larger objects requires much more effort and will drain your energy more quickly.
*Once a weapon is conjured or an object is enchanted, it doesn't take any additional effort to maintain the weapon or enchant.
*As long as you hold the enchanted object in your hand or have it near to you the object/enchant will last forever.
:: Conjure a weapon made of mercury. The enchant lasts 3 minutes. If the weapon breaks the skin it inflicts .
:
:: Striking a target that's already causes the enchanted weapon to automatically cast Level 2 , spreading all poisons and curses to nearby enemies. This effect costs no Energy. Enchant lasts up to 1 hour.
:: Liquid mercury now pours off of the enchanted object at all times. The mercury is semi-intelligent and seeks out primary organs once it is in the blood stream, causing massive internal damage if left untreated. Enchant lasts 12 hours.
:: You can now control the mercury within the bodies of those you've wounded with the weapon or enchanted object, allowing you to prevent their death or speed it up. Enchant lasts as long as you want it to.
:: Accidentally enchant objects you touch, this includes your clothing.
:: Conjured weapon and enchant will slowly poison you.
:: Everything you touch becomes enchanted and a possessed demonic Quicksilver scimitar appears once a day, which will attempt to kill you.
========
Element(s):	
Use: 	Offensive
Type: 	Shapeshifting
Cost: 	8
Breath out a swarm of supernatural demonic pests that will attack your enemies. Different types of pests can be summoned with higher skill levels.
:: Summon a swarm of demonic black locusts that ravenously devour food and bite flesh for 30 seconds.
:: Summon a swarm of demonic spiders that last 30 seconds. The spiders skitter about and wrap enemies in webbing, limiting their movements considerably.
:: Your Locusts and Spiders gain the following traits:
::*Duration of summons are increased to 5 minutes.
::*Locusts multiply as they consume material, allowing them to become a massive devouring storm if enough food is available.
::*Spiders now bite creatures their ensnaring, inflicting . Your also causes targets that die while under its effects to burst open with spiders that will swarm other nearby enemies.
:::*.
:: You can now summon one of two types of nests at the cost of 5 Energy. Each nest lasts 7 days:
::*Sticky-Nest - A ball of carapace roughly the size of a softball that releases a swarm of demonic Locusts every 30 minutes, or each time you summon a swarm of demonic Locusts. 
::*Web-Nest - A ball of webbed spider eggs roughly the size of a soft ball. It will automatically release a swarm of demonic spiders every 30 minutes, or each time you summon a swarm of demonic spiders.
:: The duration of the locusts is reduced to 10 seconds.
:: The locusts sometimes summon themselves and ravage everything around you.
:: You and the place you live are plagued by rats, bugs, and other general pests. They manifest supernaturally, and getting rid of them is impossible.
Enchants - The creatures you summon with Pestilence can be enchanted with any enchantment you can perform, increasing the damage they are capable of. For instance you can use to create a swarm of burning locusts, to create a skittering mob of spiders with chilling bites, or to create a plague of soul-eating rodents.
========
Element(s):	
Use: 	Offensive
Type: 	Summoning
Cost: 	3
Summon a living blob of black ichor made of a combination of toxins and acids. The blob is slow moving, but is nearly indestructible and if given enough time can eat through nearly any substance. The blob is also sticky, allowing it to climb up vertical surfaces like walls and stick to ceilings. Because it has no feet and moves slowly it's also quite silent, allowing it to sneak up on enemies.
*The blob can choose what to eat through or poison, as such it will not normally poison or burn you or anyone you perceive as a friend.
:: Conjure a gallon of ichor. It is unintelligent and can only be commanded to attack certain things or to move in directions, however you are able to command it telepathically.
:: The blob doubles in size and is able to follow more complex directions.
:: Living Acid will now be able to follow complex commands without issue and is able to more quickly burn through substances.
:: Each time the blob devours something it permanently grows in size.
:: The blob aimlessly roams about, still sometimes seeking out enemies, but not always.
:: The blob will randomly summon itself and won't obey your commands.
:: A Level 3 version of the blob will summon itself and attempt to kill you once a day.
========
Element(s):	
Use: 	Offensive
Type: 	Magic
Cost: 	3
You can fire a barrage of fast-moving energy-based venom bolts from your hands or feet. These bolts gain additional properties with skill level.
*This is the only skill that is energy-based.
*If multiple enemies are cursed you can choose which enemy the bolts will seek out.
:: You fire a barrage of 5 bolts per use. The energy coalesces into a toxic liquid that causes great pain and irritation to exposed flesh. Bolts will attempt to home in on targets. If multiple targets are you can choose which target they will go after.
:: Bolts burn through most non-organic materials, allowing them to eat through armor to harm bare skin more quickly, or burn through walls and other surfaces that might provide cover for enemies. Bolts that strike targets refresh the duration of the .
:: Each use of reduces the Energy Cost of subsequent uses by 1 for 10 seconds, down to a minimum of Energy. Strikeing a single target with all 5 bolts in a barrage returns 2 Energy to you.
:: The number of bolts that can be conjured at a time is further increased to 6. The bolts can also seek out multiple cursed enemies at once. You also gain the ability to wreath yourself in toxic yellow green flame-like plasma.
:: Bolts will not seek out enemies at all.
:: Bolts you will sometimes seek you out.
:: Your skin begins to blister with terrible acidic burns. These are extremely painful to the point that you will be unable to perform even basic tasks.
 - Provides limited control of the bolts while they are in flight.
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Element(s):	
Use: 	Offensive
Type: 	Ward
Cost: 	3
Your body passively becomes resistant to all forms of venomous substances, allowing you to survive longer than a normal person would if you are poisoned. You are also capable of conjuring an Venom Ward around you or another target that makes that object or individual completely immune to effects for a short duration.
*You can only have one target warded at a time.
*You can ward yourself, another person, or an object.
*The ward effect is invisible.
* doesn't remove that are already present within a target, it merely makes the Warded individual immune to their effects for the duration and prevents further from being applied.
:: Provides a resistance to most common poisons, allowing you to recover from them in half the time it normally would.
:: You gain complete immunity to biological poisons such as snake bites. Your skin also keeps poisons from seeping into your body so long as you don't have an open wound.
:: You are immune to most non-supernatural poisons and have an even greater increased resistance to most earthly diseases. You cannot be afflicted by .
:: You are now completely immune to all poisons. When you conjure a Ward on another target, you also conjure it on yourself.
:: You can no longer conjure a .
:: You are less resistant to most afflictions and you are constantly infected with a strain of the common cold.
:: Your body's immune system shuts down entirely, making you mortally weak to all diseases, even those that are normally harmless to humans.
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Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
Grants increased mastery of all type skills that you are able to use, reduces the effort required to perform those skills and grants you limited telekinteic control over skills.
:: Increases the level of your other skills by 1. You learn the ability . If you already have this ability you may choose it increase it's level by 1 or gain another ability of your choice that you do not already know. If you already have all abilities, instead increase the level of to .
:: The Enegry Costs of your skills are reduced by 1.
:: The energy cost to perform skills is reduced by 2, down to a minimum of 1.
:: Provides no benefits.
:: Lowers the skill levels of your other skills by 1. This effect can reduce them into the negatives.
:: Lowers the skill levels of your other skills by 2. This effect can reduce them into the negatives.
----
======
Supernatural skills that are affiliated with darkness and pain. Shadow skills are generally stronger when used under the cover of darkness, and out of direct light. Some of their effects are particularly diminished if used in direct sunlight or if they are used against .
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Element(s):	
Use: 	Offensive
Type: 	Touch
Cost: 	1
Your bare skin can inflict stinging pain with even the lightest touch by transferring a supernatural darkness into the nerves endings of others.
:: Your touch inflicts moderate pain, concentrating can increase the intensity of the pain.
:: You can now pour your own pain into your touch, adding it to the normal effect.
:: The amount of pain you inflict is increased with the strength of your touch. Lightly touching someone provides no effect, but heavy impacts like punches are cripplingly painful.
:: Your touch inflicts massive cluster-pains that ripple their way throughout the body of who you touch.
:: You sometimes cause pain to others you touch unintentionally.
:: Your touch causes massive pain at all times.
:: You are constantly plagued by head pains and aching joints. In addition you can no longer feel any pleasurable feelings at all, only pain.
========
Element(s):	
Use: 	Offensive
Type: 	Touch
Cost: 	2
A negative power that channels a primal super-natural darkness through your touch. Though it can be used against most creatures, it is especially effective against light-aligned people or creatures, though not necessarily "Holy" individuals. A blackness, similar to a dark bruise, will spread across the skin of those you touch, called the "". This blackness causes various effects as the skill grows in power.
*Has a greatly diminished effect against creatures.
*The "" counts as a Curse effect.
:: The mark drains the energy of the afflicted individual, especially in the area it is in.
:: Continually touching a person or creature allows you to spread the mark outwards from the spot. You can also remove a mark by touching the spot. This works for black marks applied by others as well, but takes more concentration.
:: The mark causes physical effects such as blindness, deafness, or numbness, in addition to the other effects it causes.
:: You can apply a more powerful variant of the mark called the which will cause it to slowly spread outwards until it consumes the individual's entire body. If not removed the Black Spot will kill the person cursed by it in 7 days.
:: You sometimes unintentionally mark people or creatures you touch.
:: Everything you touch with your bare skin becomes marked.
:: You are afflicted with the .
========
Element(s):	
Use: 	Offensive
Type: 	Curse
Cost: 	7
A powerful curse that causes any action the cursed individual takes to be far more taxing than normal, effectively exhausting them much more quickly then they would otherwise be when performing any kinds of tasks. Higher levels increase the strength of the exhaustion and add additional effects.
:: All physical tasks the cursed individual takes effectively take twice as much effort to perform. Curse lasts 5 minutes.
:: Energy Cost is reduced by 3 and 25% of all energy the cursed individual expends is transferred to you.
:: All physical tasks now take five times as much effort to perform, and triples the Energy Cost of all powers the cursed uses.
:: All of the cursed individual's powers have their Energy Costs increased to 10. If the cursed manages to use a skill you gain all Energy that was spent to use it.
:: Curse is sometimes case on yourself.
:: Energy cost is increased to 10, and when you use the curse it also curses you and everyone around you.
:: You are permanently cursed with Level 3 .
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Element(s):	
Use: 	Utility
Type: 	Conjuring
Cost: 	3
Conjure a wicked weapon made of pure , the weapon has physical substance and can be wielded like a conventional weapon. Upon being conjured the weapon can be empowered with any Curse you're capable of using, causing all strikes to inflict that curse.
*The conjured weapon will not harm the person who is holding it.
*The conjured weapon will last only a few seconds if it is knocked from your hand.
*Only simple weapons can be conjured. Modern mechanical weapons like guns or bows cannot be conjured.
*Conjuring larger objects requires much more effort and will drain your energy more quickly.
*Once a weapon is conjured or an object is enchanted, it doesn't take any additional effort to maintain the weapon or enchant.
*As long as you hold the enchanted object in your hand or have it near to you the enchant will last forever.
:: When you conjure the weapon it can be empowered with a Curse of any kind. If the weapon is not empowered it will absorb the next Curse that is cast on you. If a "Curse" is used to empower the weapon it costs no Energy.
::When this skill is learned for the first time, you also roll a 10-sided die that will grant you an additional curse to learn, based on the number your roll:
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: 
:: The level of the Curse effect empowering your weapon is increased by 1.
:: You can now empower your weapon with up to 3 curses.
:: 
:: 
:: 
:: 
========
Element(s):	
Use: 	Utility
Type: 	Summon
Cost: 	2
Grants the ability to summon black demonic chains from shadows that are anchored to the darkness they appear from. These chains can be used to ensnare individuals or objects, and you have limited telekinetic control over their movements.
:: You can summon 1 black chain. A single chain can be broken by your average strength male, but 3 or more can hold a typical human being in place. Bright light will weaken or shatter the chains. This skill can be used several times at once to instantly summon multiple chains at the same time. Chains last 60 seconds.
:: The first time you use you summon 3 chains. This effect resets every 30 minutes.
:: Chains can now be serrated and hooked. 
:: You can now summon larger chains that are even stronger than previous levels that have a supernatural tensile strength, making them almost unbreakable. They are also immune to the effects of bright light.
:: You only summon 1 chain with each use of the skill.
:: Chains will sometimes ensnare you instead of the intended target.
:: The shadows will constantly release chains that will attempt to pull you into them and drag you into oblivion.
========
Element(s):	
Use: 	Utility
Type: 	Rune
Cost: 	3
Imprint a location with an invisible shadow rune, when a person or entity walks over the ruin it explodes in shadowy whips, lacerating the flesh of whatever was over it.
*The rune will be a visible dark mark on the ground, however it can be covered with a thing surface such as a rug to hide it.
:: The rune lasts 10 minutes. It will activate when any animate body passes over it, regardless of if it is friend or foe. It will not activate when you pass over it however.
:: You can now choose when to activate the rune, and prevent it from automatically activating.
:: The rune lasts as long as you want it to and you can place of to two at once.
:: No longer has an energy cost, and you can have up to 4 Runes active at once.
:: The rune will sometimes not activate at all, merely vanishing.
:: The rune will sometimes immediately activate underneath you when you try to use it.
:: Places you frequent will become marked with without you knowing, and they will only activate when you pass over them.
========
Element(s):	
Use: 	Offensive
Type: 	Summon
Cost: 	9
Summon a shadowy duplicate of yourself. It is highly aggressive and better at direct combat than you are, but is not as tactically intelligent, nor does it have a survival instinct, causing it to sometimes run headfirst into suicidal situations.
*The also has access you all of your other skills, but uses versions of them.
:*For instance instead of it will instead conjure , which deals elemental damage instead of .
*The appears as a completely black and dark-grey version of yourself, with glowing red eyes, but can temporarily appear as a visual duplicate of you.
*Though proficient at combat, the cannot initially perform most other tasks, even simple ones such as taking out the garbage.
*The is extremely resistant to elemental effects and damage, but is extremely weak to elemental effects and damage.
*Cannot speak, write, or communicate in anyway but understands all languages, even unspoken ones such as sign language.
:: The has access to shadow Level 1 versions of your other skills. Does not benefit from Mastery skills and cannot use Ward skills, but does benefit from their passive resistances.
:: Can use Level 2 versions of your skills. Dexterity and technical skill in combat is further increased, allowing it to fight hand-to-hand with much more practiced opponents, however it can still be easily out-smarted by someone clever.
:: Has similar intelligence to you, and is capable of speaking a language you're fluent in, however it will still generally lack critical thinking and creative problem-solving skills, though it can now slowly learn to perform complex tasks such as cooking or driving. Over time it will become more life-like, gaining its own personality in the process, but it will still prefer to remain silent and will only speak if commanded to.
:: You can now mentally control the directly, basically allowing your mind to enter its body. While mentally tuned to the you will still have dramatically increased combat proficiency, in addition to your normal thinking skills, making you extremely deadly.
:: The cannot use any of your other skills.
:: The will summon itself at times. If this happens it will be highly agitated and prone to ignoring your commands.
:: The will attempt to kill you and take devour your soul. If it succeeds it will replace you and no one will be able to tell outside of psychics.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
You gain several skills and abilities that make you more adept in darkness. Higher skill levels grant various additional effects.
:: You can now see much more clearly in darkness, being able to see in all but absolute darkness. This includes the ability to even see from a well lit area into a dark one. All sound you make is also muffled while you are moving through darkness, the deeper the darkness, the more powerful the effect, with complete darkness making you completely silent.
:: While within darkness your Utility skills have their Energy Costs reduced by half and you learn . If you already know increase it's level by 1. If its level is already 3 or higher, increase the level of to 3.
:: You are now able to see even in absolute darkness and you learn . If you already know increase it's level by 1. If its level is already 3 or higher, increase the level of to 3.
:: All of your skill levels are increased to 3 while within in darkness.
:: It is more difficult to see in the dark.
:: Being in darkness increases the Energy Cost of all of your skills by 3.
:: Passing through darkness now causes you to slowly sink into the darkness as it attempts to pull you into hell. The deeper the darkness, the more quickly you sink.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
A skill that grants knowledge and mastery of elements that are closely aligned with , granting a degree of control over which skills you learn each level.
:: You learn one of the following skills of your choice at Level 1:
::*.
::*.
::*.
:: You learn one of the following skills of your choice at Level 1:
::*.
::*.
::*.
:: Increase the two previous skills you learned from Levels 1 and 2 by 1 level. If either or both of those skills are level 3 or higher you may instead roll for a new , , or skill.
:: You learn all powers offered at levels 1 and 2, and their levels are increased to 3.
:: All of your , , and skills have their levels reduced by 1.
:: You permanently lose another Power at random.
:: You permanently lose a second Power at random.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
Increases your mastery over your other skills, reduces the effort to perform and maintain those skills, and grants limited control over shadows.
:: Increases the skill level of your other skills by 1. Once a day you also gain the ability to roll a 10-sided dice. Depending on the resulting number you are able to use the following skill for a single day in it's Level 1 form. This skill does not receive the passive level bonus benefit from this skill.
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: You get to choose which skill you wish to learn for the day.
:If you roll for an ability you already have, its level is increased by 1 for the day. If the level of that ability is already at 3 or greater, you may instead choose which skill to learn for the day.
:: You gain limited control over shadows, allowing you to bend them and shape them slightly. You also gain the ability . If you already have this ability you may choose it increase it's level by 1 or gain another ability of your choice that you do not already have. If you already have all abilities, instead increase the level of to .
:: You learn the abilities: , . If you already know these abilities, instead increase their levels by 1. If either of them is Level 3 or higher, you increase learn another ability of your choice for each ability that's higher than level 3.
:: Provides no benefits.
:: Lowers the level of your other skills by 1. This effect can send them into the negatives.
:: Lowers the level of your other skills by 2. This effect can send them into the negatives.
----
======
 skills are open-ended and powerful skills that offer both destruction and versatility in combat. Their greatest weakness however is that almost all of them require you to be standing directly on solid ground.
========
Element(s):	
Use: 	Offensive
Type: 	Conjuring
Cost: 	4
Conjure a chunk of Halite Rock-Salt roughly the size of a golf ball. As long as this chuck of rock-salt is in your hand you have the ability to detonate it and send the shards in a direction of your choice, similar to a light shot-gun blast. Has a low effective radius that increases with higher skill level.
*Rock-Salt is generally non-lethal, but extremely painful.
*Firing the rock-salt requires no additional effort.
:: Has an effective range of about 2 yards. Can be lethal at point-blank range if shot directly into a soft-tissue area such as the neck.
:: Can now be conjured in both hands at the same time at no additional energy cost.
:: Salt crystals now grow in the wounds created by impact, causing massive debilitating pain that cripples those hit into being immobile and unable to concentrate or perform even basic tasks.
:: You can now detonate the salt crystals within the wounds, causing them to blast outwards into others.
:: Energy cost is doubled.
:: Salt begins to form in your blood, causing unhealthy high blood pressure.
:: Your blood turns to salt.
:*Enchants - can be enchanted with other effects to increase its deadlyness in combat, such as or .
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	2
For a temporary duration you gain perfect balance while standing on solid ground so long as you're not on the second floor of a building.
:: You cannot be knocked off of your feet and you have completely perfect balance for the duration, being able to stand on a single foot effortlessly. Lasts 5 minutes.
:: You learn . If you already know increase it's level by 1. If it is at level 3 or higher, instead increase the level of by 1.
:: You can now shift your own gravity, allowing you to walk up completely perpendicular walls or on the ceiling as if you were on the ground. Doing this requires concentration however. You can be knocked off of your feet if you are not standing on bare earth or rock.
:: The levels of your other skills are increase by 1 for the duration.
:: Your balance is barely increased for the duration.
:: You have poor balance at all times unless you have active.
:: You are constantly afflicted with terrible motion sickness.
========
Element(s):	
Use: 	Utility
Type: 	Rune
Cost: 	2
Mark the ground with a rune that has a 3 yard radius. Anything that walks over it will automatically activate it and cause that thing to fall into a pit of quicksand.
*Cannot be used on anything but bare earth.
:: The rune lasts 10 minutes. It will activate when any animate body passes over it, regardless of if it is friend or foe. It will not activate when you pass over it however.
:: You can now choose when to activate the rune, and prevent it from automatically activating.
:: The rune lasts as long as you want it to and you can place of to two at once.
:: You can now use your other skills to empower the rune, causing their effects to go off instead of the normal quicksand effect. When these effects happen they will count as a level 3 effect regardless of the skill's current level.
:: The rune will sometimes not activate at all, merely vanishing.
:: The rune will sometimes immediately activate underneath you when you try to use it.
:: Places you frequent will become marked with without you knowing, and they will only activate when you pass over them.
========
Element(s):	+
Use: 	Offensive
Type: 	Conjuring
Cost: 	3
You gain the ability to call to the fury of the earth, causing chunks of burning rock to pull up from the ground and fling themselves at enemies nearby each time you use another skill, also grant additional benefits to your other skills at higher levels.
*Cannot be used if not on bare ground.
:: Each time you use another skill a chunk of molten rock is pulled from the ground and then launched at an enemy of your choice. Effect lasts 5 minutes.
:: Your offensive skills cost 2 less energy while effect is active. You learn the ability . If you already know this ability increase its level by 1. If is already at level 3 or greater, instead increase the level of to 3.
:: Using an offensive skill that has a base cost of 5 or more causes double the number of molten rock to be flung a the enemy.
:: Each time you use an skill while is active the number of burning rocks that are flung is increased by 1.
:: A chunk of molten earth is flung only once every-other skill.
:: Your offensive skills have their costs doubled for the duration.
:: Molten earth is randomly flung at you whenever you are near open ground.
========
Element(s):	+
Use: 	Defensive
Type: 	Conjuring
Cost: 	6
Conjure up a localize miniature flurry of dirt and air that spirals around you in a vortex. The effect makes it more difficult for enemies to hit you with ranged attacks, magical or otherwise.
:: Each time you are attacked by a ranged projectile, the attacker must roll a 2-sided die. If they get a 2 the attack misses you harmlessly. Lasts 30 seconds.
:: While under the effect your movement speed is increased, allowing you to run more quickly.
:: You can now send the outwards from you, and they can travel up to 100 yards, gaining momentum, size, and intensity as they travel. If they travel over 75 yards they become full fledged mini-tornadoes that are capable of picking up light objects such as shopping carts and small children. The cost of is reduced by 3.
:: You can now instantly teleport between each of your .
:: The attack instead rolls a 6 sided die. If they get above 1 the attack will land.
:: You are constantly followed by a small storm of dust.
:: Dirt, sand, and rocks will fly up from around you and attempt to force their way into your lungs.
========
Element(s):	
Use: 	Defensive
Type: 	Shapeshifting
Cost: 	3
The skin and upper soft tissues on the entire backside of your body become carved diamond, which deflects virtually all attacks harmlessly. However your front is still vulnerable, such as your face, chest, groin, and the front of your arms and legs.
:: Lasts 10 seconds.
:: now spreads to encompass all of your arms, however the rest of the front of your body is still vulnerable.
:: Duration is increased to 1 minute. Your heart also becomes encased by diamond for the duration, preventing it from being damaged.
:: Projectiles that hit your reflect them back at their source at triple the speed.
:: The demon will only attack a single person.
:: The demon will sometimes summon itself and attack a random nearby person or creature.
:: A greater version of the demon will appear, similar in size to the . It will last until destroyed and will go on a rampage, attacking anything in its sight.
========
Element(s):	
Use: 	Defensive
Type: 	Shapeshifting
Cost: 	5
Allow you to shift your skin to mimic the strength of stone, making it more durable and resistant to damage, especially cuts. Also increases your resistance to some elemental forms of magic.
*You are able to move while is active, but your movements are slowed as your skin is stiff and your skin weighs more than it normally does.
*Massive blunt-force trauma can shatter your skin while this effect is active.
:: Your skin becomes durable enough to withstand most stabbing wounds, such as those from knives or other blades. Larger and heavier weapons will still be able to pierce your skin and damage you. Provides limited resistance to elemental skills and immunity to elemental skills. Lasts 5 minutes.
:: Your skin is further strengthened, turning into rock, allowing you to withstand even heavy blows more easily. The stone skin also spreads deeper into your flesh, causing your muscles and other soft tissues to mimic the durability of stone, making them much more durable.
:: Your entire body gains the durability of granite, effectively turning you non-human for the duration. This effect also cleanses any or -like effects from you as your biology changes to something more similar to a rock than a normal human. You also learn Level 1 . If you already know you may increase it's level by 1. If it is already Level 3 or greater you may instead increase the level of another skill by 1 or learn another skill of your choice.
:: You are immune to the effects of , , , and elemental spells. The level of your other skills are increase by 1.
:: Your skin sometimes cracks and flakes off, like you're covered in dry mud. This causes moderate discomfort and itching.
:: Your skin sometimes turns to stone without you meaning it to.
:: Your organs randomly turn into stone, causing massive pain and internal organ failure if left alone for more than a day.
========
Element(s):	
Use: 	Offensive
Type: 	Magic
Cost: 	3
So long as your feet are touching solid ground, you can release tremors through the earth that shake the ground and can cause wide-spread destruction at higher levels.
:: The intensity of the quakes is enough to cause someone to stumble or fall.
:: Intensity is dramatically increased, allowing you to shake the earth with enough force to cause shelves and objects to fall over, and people to lose their footing and stumble around helplessly.
:: You can now cause pillars of earth to burst from the ground. This requires 3 more energy to perform.
:: You can sunder the earth in short stretches, causing it to split open. The energy cost of is decreased by 2.
:: You have trouble keeping your footing, constantly feeling like you're aboard a ship out at sea despite being on solid ground.
:: has its energy cost tripled.
:: The ground will frequently open up and try to swallow you down into an earthen tomb.
========
Element(s):	
Use: 	Utility
Type: 	Curse
Cost: 	7
Curse a target, causing it to turn to temporarily turn to stone.
:: Curse lasts 30 seconds. The cursed target slowly turns to stone over the first 15 seconds.
:: The curse wears off slowly over 15 seconds, causing the target to be extremely slow for the duration.
:: The target is immediately turned to stone.
:: The duration lasts as long as you want it to, however the longer you want the curse to last the more effort is required to cast it.
:: You sometimes curse yourself.
:: Your joints start to turn to rock, causing great pain when you move too much.
:: You are turned to stone.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
Grants increased mastery over your skills, increasing their level and allowing you to access their Level 4 mastery bonuses.
:: Increases the level of your other skills by 1 and you gain limited telekinetic. Your endurance is also increased, allowing you to cast more skills before getting tired, effectively increasing your maximum Energy by 2.
:: You gain the ability . If you already have this ability you may choose it increase it's level by 1 or gain another ability of your choice that you do not already have. If you already have all abilities, instead increase the level of to .
:: Upon gaining this level you choose to learn another skill. That skill starts at , or you may increase the level of another skill you already know by 2.
:: Provides no benefits.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
----
======
 skills are some of the most powerful skills that are initially available to the twins, but come with a steed price: they are fueled by the user's blood, or the blood of another. While other skills cause exhaustion, skills can cause death if they are overused. Because of this skills are also quite painful to use, as blood will be forcibly pulled from the user's skin.
========
Element(s):	
Use: 	Magic
Type: 	Offensive
Cost: 	7
Pull blood from within your veins, forming into a vampiric weapon. The size and shape can be changed at will, however larger weapons require more blood.
*Unlike other "weapon" skills, this is no and Enchant.
*This is not a conjuration skill. The blood must be pulled from yourself in order to create the weapon.
*If knocked from your have the weapon will turn back into liquid after a few seconds. Touching the blood will allow you to reform the weapon however.
*Blood used must be "fresh". Coagulated blood cannot be used.
*It doesn't take any additional effort to maintain the .
*You must actually know how to use the weapon.
:: Use your blood to conjure a durable weapon. More blood can be used to create larger weapons.
:: The weapon will absorb blood from wounds that it inflicts, causing it to grow in size and become more durable.
:: You can now reabsorb your own blood from the weapon.
:: Wounds inflicted by the never heal unless you want them to.
:: You can only create small weapons, such as daggers.
:: Maintaining the blood weapon requires concentration, and wounds you inflict with it are sometimes inflicted upon you as well.
:: Open wounds you suffer never heal.
:*Enchants - can be enchanted with other effects to increase its deadlyness in combat, such as or .
========
Element(s):	
Use: 	Magic
Type: 	Offensive
Cost: 	7
A deadly spell that pulls blood from your veins and forms a sharp arrow-like dart, which then launches forwards. This dart actively seeks out the heart of a target of your choosing.
*Does not go around obstacles, so despite seeking, line of sight is generally required.
*The dart can change direction in mid-air and will seek out your intended target even if you can't see it. Through skillful use you can use to shoot at targets that are around corners.
:: Release a dart that seeks out an intended target. Once released the dart cannot be stopped without the use of . Has an effective range of 10 yards
:: The dart you create is smaller, reducing the amount of blood required to make it by almost half.
:: The effective range of is increased to 100 yards. The dart will actively avoid small objects and other people in its path.
:: If the dart pieces the heart of the intended target it will burst out from that person and seek out another intended target. If there are no others left that you want it to seek out it will return to you and reabsorb back into your body.
:: No longer seeks hearts, however the skill can still otherwise be used as normal.
:: Will sometimes seek out those who you don't intend.
:: randomly burst from your skin and seek out others.
========
Element(s):	
Use: 	Curse
Type: 	Offensive
Cost: 	2
Curse an enemy, dramatically reducing their ability to heal and increasing the severity of their wounds.
:: Curse prevents healing of wounds. Lasts 6 hours.
:: Wounds bleed out more heavily. If left untreated even small cuts can be fatal.
:: Curse duration is increased to 3 days.
:: Inflicting a wound on one person cursed by this effect will also inflict that wound on all other people you have cursed.
:: You sometimes also curse yourself.
:: You always curse yourself.
:: Your wounds no longer heal on their own, requiring medical or supernatural aid.
========
Element(s):	
Use: 	Mastery
Type: 	Utility
Cost: 	
You can now use blood other than your own to fuel your abilities.
:: You can now use animal blood to fuel your magic, however if this is done the strength of the skill will be diminished.
:: You can use slightly less-fresh blood, such as blood packets, to fuel your blood magic.
:: You can now use the blood of other humans to fuel your abilities.
:: You can now use the blood of supernatural creatures to fuel your abilities, dramatically increasing their power.
:: Provides no benefits.
:: You have more trouble using your blood to perform skills.
:: Your blood magic skills have a change to consume the blood.
========
You can bond yourself with a blood relative. This bond causes physical and supernatural effects to be shared between you.
:: Roughly 25% of all damage is shared between you and the bonded person. You can only bond a single person to yourself at a time.
:: Roughly 33% of all damage is shared between you and the bonded person.
:: Damage is split evenly between you and anyone bonded with you, and the effects of that damage is reduced.
:: You can now cast on multiple people who are bonded with you.
:: Only a small amount of damage is spread between you and the bonded person.
:: All damage taken by the person you are bonded to is also dealt to you. It is not diminished between the two of you.
:: Any damage you inflict to someone else is also dealt to you, regardless of if they are bonded to you or not.
========
Element(s):	
Use: 	Summoning
Type: 	Offensive
Cost: 	8
Use your blood to summon a short-lived blood demon that races outwards from you towards enemies. The demon consists of nothing more than a large mouth with serrated wire trailing behind it, and it will attempt to leap from enemy to enemy before dissipating. The demon only lasts 1 to 2 seconds, but can cause lacerations and tissue damage by simply leaping passed someone.
:: The demon will leap from you and towards a target, it will then leap to another foe before vanishing.
:: The demon will leap up to 3 times, allowing it to hit a total of 4 foes.
:: Will also attempt to leap back to other foes if there are not enough of them.
:: The demon will spread curses from one person to another each time it leaps.
:: The demon will only attack a single person.
:: The demon will sometimes summon itself and attack a random nearby person or creature.
:: A greater version of the demon will appear, similar in size to the . It will last until destroyed and will go on a rampage, attacking anything in its sight.
========
Element(s):	
Use: 	Conjuration
Type: 	Utility
Cost: 	6
You can create Blood by merely concentrating. This blood can be used to fuel your other blood magic skills without you having to sacrifice your own blood to do so.
:: The blood is of poor quality, making the skills you fuel it with weaker.
:: The blood is of mediocre quality, but using it is almost as good as using your own blood.
:: You can now choose the kind of blood conjured, whether it be a specific animal or human blood. You can also conjure blood that mimics yours exactly, and can even conjure it within the veins of yourself or another to replenish blood-loss, acting as a form of indirect healing.
:: You can now specifically conjure the blood of anything you have a strand of hair or fur from. This includes demons. The blood will appear to be of the exact type and have the same DNA as the person or creature that the strand of hair belonged to.
:: The blood you conjure cannot be used for your own abilities.
:: You can no longer conjure blood at all, and your blood pressure begins to slowly drop as the blood in your veins begins to vanish.
:: You develop massive anemia, causing you to become lethargic and weak. This form of anemia cannot be treated by modern science and will eventually cause you to die.
========
Element(s):	
Use: 	Mastery
Type: 	Utility
Cost: 	
Your body's physiology changes to allow you to ingest any kind of blood to restore your own.
:: You can drink any kind of blood, and your body will incorporate it into your blood stream as if it were your own without rejecting it. This includes human blood types that your body would normally reject, and even animal blood.
:: You can now absorb blood through your skin to replenish it directly.
:: Blood you absorb or drink directly replenishes your energy, allowing you to use various skills perpetually so long as you have a ready supply of blood you can feed off of.
:: All of your skills that cause bleeding wounds will pull a portion of that blood away and into you, allowing you to consistently replenish your own blood supply. More grievous wounds return more blood.
:: Drinking blood makes you feel sick, but otherwise provides the same benefits.
:: You sometimes vomit your own blood up.
:: You develop a ravenous thirst for blood, especially human. If you do not quench this thirst with roughly 2 quarts of blood per day, you will fall into a blind frenzy, and go on a murder spree in an attempt to sate your thirst.
========
Element(s):	
Use: 	Mastery
Type: 	Utility
Cost: 	5
You can now empower some of your other non- skills with your blood, dramatically increasing their power and reducing their energy cost.
:: Can be used to empower Magic and Conjuration skills with your blood, increasing their effectiveness by 50%.
:: Can be used to empower Curse, Rune, and Touch skills. Increasing their effectiveness by 50%.
:: You can now empower your summons with , allowing them to use Level 1 versions of your other skills.
:: Empowered skills have double the effectiveness that they normally would.
:: Can only be used to empower Conjuration skills.
:: All skills you use will be empowered, causing you to consume some of your blood each time you use a Magic, Conjuration, Curse, Rune, Touch, or Summon skill, making it mortally dangerous to use skills in succession.
:: All skills you perform require twice as much blood and gain no added effect.
========
Element(s):	
Use: 	Mastery
Type: 	Utility
Cost: 	
Grants increased mastery over your skills, increasing their level and allowing you to access their Level 4 mastery bonuses.
:: Your maximum is increased by 10 Increases the level of your other skills by 1 and you gain limited telekinetic control over fresh blood. However this blood must already be outside of its host. You can control your own blood, and skills made with your blood, more easily than the blood of others.
:: You gain the ability . If you already know this skill you may choose to increase it's level by 1 or gain another skill of your choice that you do not already have. If you already have all abilities, instead increase the level of to .
:: Once a day you also gain the ability to roll a 9-sided dice. Depending on the resulting number you are able to use the following skill for a single day in it's Level 4 form. This skill does not receive the passive level bonus benefit from this skill.
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: You instead permanently learn a skill of your choice, or you can increase the level of any skill you already know by 1.
:If you roll for an ability you already have, you may instead choose which skill to learn for the day.
:: Provides no benefits.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
----
======
Some of the darkest skills that the twins will have access to. skills specialize in manipulating a supernatural substance known as , which is an "unlife" essence that is required to animate the dead. Through the use of {Undeath|Necroplasm}}, these skills are able to manipulate lifeforce in living beings.
While skills require blood to utilize, skills require the use of your own lifeforce. Using your lifeforce is not only exhausting, but also dangerous, and can cut years off of your life expectancy.
========
Your touch can sap the strength and energy of another living creature, making them lethargic. is inverted when used on , increasing their strength instead. This skill causes no pain, and using it on someone who doesn't know any better will cause them to think that they are just suddenly tired.
:: Your touch causes the lifeforce in a person's flesh to waste away, turning it cold and pale. This also causes a feeling of lethargy and drowsiness.
:: The effect will now also cause great discomfort in the touched individual, such as muscle aches, headaches, dizziness, and a general feeling of being in a fog.
:: You touch can now quickly rot the flesh in the area that you've touched.
:: Your touch now reanimates dead bodies as ghouls, allowing you to converse with them. They will only stay animated so long as you are touching them however.
:: You sometimes unintentionally sap the strength from other people you touch.
:: Your touch quickly rots any organic matter.
:: You age 9 times faster.
========
Create merely by concentrating. appears as a glowing green-white mist that appears roughly an inch from your skin, conjuring it any farther requires greater effort. It is the essence of itself, and is used to animate, empower, and repair creatures and abilities, however it has the opposite effect when used on the living.
*You and your twin are immune to the effects of your own conjured .
*Does not provide resistance from that isn't yours.
* wastes away and cannot be maintained without decaying matter, extra concentration is needed to maintain when there is nothing for it to animate or feed off of.
:: Conjure a small amount of , like a puff of smoke.
:: You can now conjure more , similar in amount to a smoke machine, and you are able to conjure it up to 3 feet from you.
:: you conjure drains the lifeforce of living creatures much more quickly, causing them to rot at an accelerated rate.
:: Conjuring now requires much less effort, and maintaining it now requires no effort at all.
:: You sometimes unintentionally drain the lifeforce from other people you touch.
:: Your touch always drains lifeforce from other living beings you touch.
:: You age 9 times faster.
========
Use a tiny fraction of your own life force to summon a ghostly invisible hand that hovers through the air. You are able to telepathically control the hand to a degree. This hand can use any of your Touch type skills. Constant concentration and effort is initially needed to maintain the hand.
:: Summon a spectral hand that can use your Touch skills. The hand can be used to interact with objects at a distance, but is much weaker than your actual hands and arms.
:: The amount of concentration needed to control and maintain the hand is dramatically reduced.
:: The hand can now be controlled as if it were an extension of your own body, and maintaining it requires very little effort. In addition you are now able to summon 2 . In addition the strength of the hands is increased to the strength of your actual hands, allowing them to carry and lift objects that you yourself could.
:: You can summon the as additional whole arms that are directly attached to your body. You control these arms as if they were a normal extension of your body, and with a little practice, they become as easy to control as your normal arms. These have the same strength, size, and shape of your normal arms. Up to 4 of these arms can be maintained at once, however using any more than 2 at once counts this effect as a .
:::
:: The can no longer use your Touch skills.
:: sometimes summon themselves and mess with objects in your immediate vicinity.
:: now manifest on their own, and will regularly attempt to strangle you to death.
========
Element(s):	+
Use: 	Utility
Type: 	Summoning
Cost: 	5
Summon a large dark hound from a death-like otherworld. The hound is supernatural in nature, having an ethereal quality that makes it ghostly when it is not in direct light. The hound is as intelligent as a typical well-trained dog and obedient to your commands alone. It is extremely effective at dealing with enemy undead, and scares off ghosts, wraiths, and other spectral undead. Similar to a real dog it is capable of sniffing out and tracking others by smell, and is also extremely adept at sniffing out and tracking down the undead. When summoned or re-summoned, you will always summon the exact same Hound.
*The hound can disguise itself as a normal hound, albeit a large one, to normal people.
*The hound has a similar build and appearance to that of an English Mastiff, although it is larger than the average breed. A knowledgable dog-breeder might be able to tell that it is not a true Mastiff on close inspection.
*Unlike other summons, you cannot willingly unsummon the . It will exist until it either takes enough damage to be sent back to the realm of the death, or until it is banished. After this you will have to summon it again.
*The hound cannot die, but if it takes sufficient damage it will be banished back to the realm of the dead.
*The hound hungers just like normal dogs, and must eat. It is capable of eating most normal earthly foods, some supernatural foods, and also rotten flesh. It particularly likes eating bones, similar to a typical dog. If it does not eat enough it will fade back to the realm of the dead.
*The dog does not need to sleep, and will never tire. It does enjoy resting however.
*The dog's personality will shape and change as it interacts with both you and others, eventually making it a unique individual, similar to a real dog.
:: You gain the ability to summon the . It is obedient only to you, and will follow your commands even at the cost of its own life, or yours. It is able to tell the difference between you and anything that is not you, even if another being appears to be you. It will actively protect and safeguard you and your family like a loyal hound would.
:The also has the following traits:
::Level 1 - Making muffled noise while in darkness.
::Level 3 - Can sense all creatures within 10 yards of it.
:: - A unique ability that grants immunity to effects that control and enslave undead. It also increases resistance to anti-undead skills and effects such as .
:: The hound is able to let slip a supernatural bark, which fears mindless that hear it and stuns other enemies for 3 seconds.
:: You can teach your hound how to use Level 1 versions of your other abilities. Each ability takes roughly 1 week to learn. The Hound can learn a maximum of 4 abilities.
:: Once per day, the is capable of summoning forth a pack of other to aid it and its master, in combat. These hounds will last until the current conflict is resolved.
:: The can no longer be summoned, and if already summoned, it will vanish.
:: You will be haunted by an unnerving spectral hound that threatens you and your family at night.
:: A hound will appear nearby to your house and terrorize you and your family. It will attack you if it gets the chance, attempting to drag you to the realm of the dead.
========
Element(s):	+
Use: 	Offensive
Type: 	Enchant
Cost: 	5
Conjure a nightmarish weapon made of lost souls, the weapon is partially incorporeal, and will strike through non-supernatural substances as if they were air. The souls are anguished, and attempt to possess a body, which they once had in life, causing and other soulless beings that are struck by to become momentarily possessed. You can also Enchant a held object with lost souls, giving it a similar effect. This weapon does very little to living individuals, causing only a mild discomfort, and heals as they devour souls as sustenance.
*Some supernatural substances can defend against the weapon.
*The conjured weapon is invisible to humans who do not have .
*The conjured weapon and objects enchanted with lost souls will not harm the person holding them.
*The conjured weapon will dissipate instantly if it is knocked from your hands.
*Only simple weapons can be conjured. Modern mechanical weapons like guns or bows cannot be conjured.
*Conjuring or enchanting larger objects requires much more effort and will drain your energy more quickly.
*Once a weapon is conjured or an object is enchanted, it doesn't take any additional effort to maintain the weapon or enchant.
*As long as you hold the enchanted object in your hand or have it near to you the enchant will last forever.
:: The weapon strikes through most physical barriers as if they were air. Mindless , such as zombies, that are hit become momentarily dazed and confused as they are possessed, leaving them open to other attacks. Enchant lasts 3 minutes.
:: who are hit lose control of themselves for 10 seconds, and will attack others nearby. They will prioritize attacking your enemies first. Enchant lasts 1 hour.
:: You can now embed the weapon into an creature and the weapon will not dissipate on its own when it leaves your grasp. While the weapon is embedded in an , it will lose control of itself and attack others nearby, prioritizing your enemies. The weapon will last up to 30 minutes after it leaves your grasp.
:: You can now control that are possessed by through telepathic commands.
:: Accidentally enchant objects you touch, this includes your clothing.
:: The souls of the weapon will attempt to possess you as you wield it, causing you to hear voices of the dead.
:: A mass of lost souls will constantly haunt everything around you.
========
You gain the ability to animate dead matter. Using makes animating the dead much easier.
:: Animated dead are mindless, weak, slow, and will attack any living being, including you. However they will prefer to attack other beings before you or your twin.
:: Increases the intelligence of the dead you animate, allowing you to give them basic verbal commands. However this does not grant direct control over them.
:: Dead that you animate are much more intelligent knowing how to do basic tasks they knew while they were alive. They are also much faster and stronger, being able to sprint, leap, and jump better than they ever could while they were alive.
:: you animate listen to your verbal commands and are capable of basic problem solving. They are also stronger and even faster and are capable of using Level 1 versions of your other skills.
:: It takes a greater deal of effort to raise the dead and is required to complete the process.
:: Raised dead will attack you just as often as they would an enemy.
:: Any nearby dead will rise and attempt to kill you.
========
Curse a living entity, shattering their soul within their own body and causing them to become undead for the duration. They retain all of their basic abilities and intelligence for the duration, however they are affected by everything in the same way that an undead creature would be, causing normal healing effects to instead damage them, and effects to strengthen and heal them.
:: Curse lasts 20 seconds.
:: Curse lasts 3 minutes.
:: You can now use the curse on creatures that are already , granting you a degree of control over mindless , even if they weren't animated by you. Has a greatly diminished effect on intelligent .
:: The curse lasts as long as you want it to, and require much less effort to perform.
:: Sometimes curse yourself on accident.
:: You will always be cursed, in addition to your target.
:: You become undead.
========
A devious curse that massively cripples a target, stiffening its joints to the point that moving is nearly impossible. The curse starts off strong at first, and then wears off over the remaining duration. Can be used on both Living and beings. Does not affect ethereal creatures such as ghosts.
:: Curse lasts 13 seconds.
:: Curse also inflicts great pain when the affected attempts to move, cause them to feel as if their joints are filled with needles.
:: The first 6 seconds of the Curse's duration completely incapacitates the target, preventing them from doing anything. If the target attempts to move or perform any action, the duration of the curse is extended by 1 second for each second that they are moving.
:: The curse requires much less effort to cast, reducing the cost by 5 and the effect no longer weakens over the duration.
:: Sometimes curse yourself.
:: You are afflicted with the curse every 30 to 60 minutes.
:: You are permanently affected by .
========
You are passively resistance to skills and effects, most notably . You are also capable of conjuring a around yourself or another object, person, or creature, making them completely immune to for a temporary duration.
*You can only have one thing warded at a time.
*You can ward yourself, another person, or an object.
*The ward effect is invisible.
:: Provides a slight resistance to and other skills and effects.
:: resistance is increased, and you gain a resistance to spectral enemies and effects, such as ghosts.
:: You are almost completely immune to effects.
:: When you ward another person or object, you also ward yourself.
:: You can no longer conjure .
:: You are less resistant to and effects.
:: Ghosts and other spectral entities are able to easily rip your soul from your body, killing you instantly..
========
Grants increased mastery over skills, granting you a degree over , especially that which has been conjured by you, and by extension, that you have animated with .
*This does not give you access to skills you don't know. It only increases skills you have access to.
*Does not grant control over ice and other cold effects that are conjured by others.
:: Skill levels of other skills are increased by 1. Once a day you also gain the ability to roll a 10-sided dice. Depending on the resulting number you are able to use the following skill for a single day in it's Level 1 form. This skill does not receive the passive level bonus benefit from this skill.
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: You get to choose which skill you wish to learn for the day.
:If you roll for an ability you already have, its level is increased by 1 for the day. If the level of that ability is already at 3 or greater, you may instead choose which skill to learn for the day.
:: You gain the ability . If you have this ability already, you may choose to increase it's level by 1, or gain another ability of your choosing that you do not already have. If you already have all abilities, instead increase the level of to .
:: Reduces the energy costs of your other skills by half, rounded down.
:: Provides no benefits.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
:: Lowers the level of your other skills by 1. This can lower their level into the negatives.
----
======
========
Element(s):	
Use: 	Utility
Type: 	Shapeshifting
Cost: 	1
You take on the aspects of a supernatural wolf. Higher levels provide more benefits and effects.
:*While transformed you cannot use any "Magic", "Conjuration", "Curse", or "Enchantment" type skills.
:*You can however use any other kind of skill, such as "Ward", "Shapeshifting", or "Summoning".
:: You can transform into a Wolf, in a color of your choosing, so long as it is a natural one. While transformed you retain your human intelligence, but will have more instinctual urges as well. The transformation has no maximum duration, however remaining transformed will cause wolf-like instincts to slowly overtake your human persona. You also learn . If you already know increase its level by 1.
:: Your wolf form becomes demonic, increasing in size by almost 50% and increasing your physical strength, speed, and strength by nearly double. In addition you can choose any color of your coat, even strange and unnatural ones.
:: You can now take on an anthropomorphic werewolf-like form that shares traits of both Humans and Wolves. This form is stronger, faster, and more dexterous than your human form. In addition your wolf-forms can be enchanted causing you to take on the aspects of that element.
:: While under the effects of any of your wolf transformations, you can summon a pack of 4 skeletal dog-like Hell Hounds. These Hounds last for the duration of your transformation and are capable of using your touch skills, and are enchanted by the same effects you're enchanted by. 
:: Your wolf form takes on demonic features, gaining glowing orange eyes, a coat that radiates red mist, and increasing your size, strength, and speed by 75% for the duration.
:: You randomly transform when you try to use other skills.
:: During the full moon you will automatically gain the level 3 effect and become a werewolf. While transformed you will have difficulty controlling your primal urges and will essentially be battling with a wolf's mentality within your own mind.
:: A pack of 4 dark spirit wolves attempt to hunt you down every night.
========
Element(s):	
Use: 	Utility
Type: 	Shapeshifting
Cost: 	4
You gain the ability to inhabit the body of an animal in your line of sight. While you are doing this your physical body becomes afflicted by Level 3 . If the animal that you are possessing is too heavily damage, killed, or destroyed in any way, your consciousness is returned to your body, and you are knocked out for a short while.
:*While possessing an animal you cannot use any "Magic", "Conjuration", "Curse", or "Enchantment" type skills.
:*You can however use any other kind of skill, such as "Ward", "Shapeshifting", or "Summon".
:: There is no maximum duration of this effect, however maintaining it becomes more difficult the longer you try to possess the bird for. You can only possess small animals such as Birds, Rodents, Rabbits, and Lizards. Possessing supernatural animals is extremely difficult and can only be done for about 20 seconds before it becomes so taxing that you will likely lose consciousness. If the animal you're possessing moves more than 100 yards from your body the effect ends.
:: You gain the ability to possess medium-sized animals, such as Dogs, Cats, and Deer. You also learn . If you already know increase its level by 1.
:: You can possess any animal and that animal gains demonic qualities, becoming stronger and faster than it normally is. In addition, you can choose to appear where the Animal currently is when the possession ends.
:: lasts for the duration of .
:: All animals within 30 yards that are similar to the one you're possessing are now also possessed by you, gaining the same benefits as the animal you're possessing and obeying your mental commands for the duration.
:: It is much more difficult to possess even small animals.
:: You sometimes randomly become possessed by a nearby animal, forcing you to battle with the creature for dominance of your body.
:: Nearby animals will randomly turn demonic in nature and attack you.
========
Element(s):	+ +
Use: 	Utility
Type: 	Shapeshifting
Cost: 	4
You transform into a raptor-like creature, gaining traits from multiple reptiles. Higher skill levels grant additional effects while transformed.
:*While transformed you cannot use any "Magic", "Conjuration", "Curse", or "Enchantment" type skills.
:*You can however use any other kind of skill, such as "Ward", "Shapeshifting", or "Summon".
:: You transform into a humanoid raptor-like creature that is 12 feet long from head to tail and 6 feet in height. While transformed you can run at speeds of up to 30 miles per hour, and you can jump up to 10 feet and leap up to 8 feet high. You also grow long razor-sharp talons and you're more resistant to pain. Transformation lasts 5 minutes.
:: You learn . If you already know increase its level by 1. If it's level is already 3 or higher, increase the level of this skill to 3. Energy Cost of is reduced by 2.
:: Size, strength, speed, and duration of the transformation is doubled. When you use you also grow leathery draconic wings that allow flight.
:: no longer has a maximum duration and you can use "Cojuration" and "Magic"-types skills while Transformed.
:: Your form gains dragon-like characteristics, growing long horns and a thinker hide that makes you resistant to physical attacks and immune to damage. You can also use Level 1 for the duration of and its range is doubled. If you already know its level is increased by 1 for the duration.
:: You transform into a medium-sized lizard, similar to an iguana.
:: You can no longer transform at all.
:: Your skin sheds every six hours. This effect is extremely traumatic to your body, causing you to go into shock each time it happens and requiring 3 hours of sleep to recover from.
========
Element(s):	+ +
Use: 	Offensive
Type: 	Shapeshifting
Cost: 	4
A powerful shapeshifting skill that grants the ability to become a cloud of bats, dispersing your physical form and mind into the bodies of multiple animals in the process.
:: Transform into a cloud of 12 demonic bats, allowing you to move short distances quickly, fly through the air, avoid effects, and attack enemies. While the bats are not incredibly dangerous their bites are painful and they are distracting enough to incapacitate a target for the duration of the transformation. While transformed any injuries you takes as bats will remain when you reform, though at a lesser severity. Form lasts 15 seconds. You also learn . If you already know increase its level by 1.
:: The number of bats your transform into is increased to 30 and duration is increased to 60 seconds. You're immune to "Magic"-type skills while transformed into a cloud of bats.
:: Bats are now vampiric and can drain blood from their victims, allowing you to rapidly heal yourself while transformed.
:: The next time you would take mortal damage, you instead burst into a cloud of bats and go completely immune to all supernatural effects for 1 second. The effect can only occur once per day.
:: Extends the duration of for the duration of .
:: You only transform into 6 bats.
:: You only transform into a single bat, and when you do you cannot control yourself, becoming a bat in body and mind for the duration.
:: Using any other skill will cause you to transform into .
========
Element(s):	
Use: 	Utility
Type: 	Shapeshifting
Cost: 	3
You transform into a humanoid aquatic creature, traits from various fish, amphibians, and aquatic animals and creatures that allow you to thrive underwater. Higher levels increase the effect and grant additional properties.
:*You can control the degree of these transformations.
::*For instance you could choose only to manifest webbed fingers, or the blue-grey skin.
:*Even if you don't know how to swim normally, you can swim while transformed as if you were an expert life guard.
:: Transformation lasts forever as long as you are within a body of water. Leaving water causes you to quickly return to normal after 30 seconds if you don't actively maintain it, which is exhausting. The transformation grants your the following traits:
::Your skin turns grey-blue, slick, and rubbery, similar to a dolphin's.
::You can cause your skin to glow an other-worldly color of your choice through the use of bio-illumination.
::Your eyes change to be silvery fish eyes and are covered in a tough translucent lid of skin, allowing you to see perfectly underwater and without irritation.
::Your fingers and toes grow slightly longer and become webbed, allowing you to swim more expertly.
::You grow long fins from your forearms and thighs, and webbed dorsal fins that extend from the base of your neck, down your spin, and to the top of the middle of your back.
You also learn . If you already know it, increase its level by 1.
:: The transformation gains the following additional traits:
::Extreme water temperatures no longer cause you any harm.
::You grow gills in the sides of your neck and chest, which allow you to breath underwater.
::Your body also becomes much more athletic during the transformation, causing you to gain a muscular swimmer's build
::You also grow a long powerful tail with wide fins, allowing you to swim at speeds up to 100 miles per hour.
:: Transformation's Energy cost is removed and effect can be maintained outside of water without any effort at all.
::Your maximum Energy while transformed is increased by 5.
::You can manifest a around you that electrifies everything within 1 yard of you. If used underwater it will electrify the water. Shield lasts 5 seconds.
:: You learn , , and .
:: You manifest all traits of and gain Level 1 for the duration of . It has no Energy Cost.
:: You can only make your fingers and toes webbed.
:: You automatically gain random transformation traits whenever you enter or drink water.
:: You cannot breath air any longer, you can only breath underwater with gills.
========
Element(s):	+ +
Use: 	Utility
Type: 	Shapeshifting
Cost: 	0
You can transform into a dark trickster fox-spirit, gaining mastery over various skills and making you quick and nimble.
:: You can assume the form of a small but nimble fox. While transformed you can see through all and you gain , if you already know its level is increased by 1. Transformation lasts 1 hour, but it can only be used 3 times per day.
:You also learn , if you already know it, increase its level by 1.
:: While transformed you gain . If you already know its level is increased by 1. While transformed you are immune to skills and effects, and lesser "Curses".
:: You learn and at all times, even when not transformed. If you already know one of these skills, increase its level by 1. There is now no limit on how long you can remain transformed.
:: You learn a "Magic"-type skill of your choice. This skill starts at Level 3.
:: You transform into an anthropomorphic fox. While in this form the level of your "Magic", "Conjuration", and "Curse"-type skills are increased by 1 and their Energy Costs are also reduced by 1, down to a minimum of 1.
:: You can assume the form of a small fox, but gain no other benefits.
:: Your and skills get -1 to their levels at all times.
:: Your "Magic"-type skills get -3 to their levels.
========
Element(s):	
Use: 	Utility
Type: 	Shapeshifting
Cost: 	
You passively transform, gaining traits from various animals that allow you to adapt to your current environment and thrive in it more easily. Higher skill levels grant additional effects and transformations.
:: You gain the following adaptations:
::: Carnivore - You can now devour raw meat without worry of disease or infection. Your body is capable of digesting all organic materials you eat.
::: Hell's Hide - You can use while in hellish and otherworldly environments, such as Tartarus. Its Energy Cost is removed.
:: You gain the additional following adaptations:
::: Stallion's Heart - Your heart becomes stronger, giving you greater blood flow and increasing your stamina when performing extraneous physical activities.
::: Lord of the Flies - All fly-type enemies are friendly to you.
:: You gain the additional following adaptations:
::: Iron Lungs - You can breath in any substance and your lungs will actively filter out any chemicals that would cause ill-effects. This makes you immune to the effects of things like smog, smoke inhalation, and things like sleeping gas. Filters out Nicotine, but not THC as that causes no direct damage to your body. This also work while breathing underwater.
::: You can enter Level 1, and remain in that state for as long as you want without ill-effect.
:: You learn a "Shapeshifting"-type skill of your choice. This skill starts at Level 2.
:: You only gain the "Hellscape" effect.
:: You can only consume raw meat, everything else makes you extremely sick to the point of vomiting. However your body cannot digest raw meat easily either, causing risk of parasites and infections.
:: Your body begins to contort and mutate into random animal-like shapes, causing extreme pain. After a week you will die from this effect.
========
Element(s):	
Use: 	Offensive
Type: 	Curse
Cost: 	1
Mark a single enemy with a specialized curse that allows your to more easily track them, hunt them down, and fight them. Higher levels grant various additional effects.
:: Curse a single person, creature, or being in your line of sight. Once cursed you will know where the target is at all times. The has no duration, but only a single target can be marked at a time. The the ability to know where the target is works even if they are invisible, or not in your line of sight.
:: When using any of your other skills on a Marked entity their range is doubled.
:: When the marked target uses any kind of supernatural skill with the intent to use it on you, its level is reduced by 1.
:: You can now teleport to anywhere within 10 yards of the location of the marked target.
:: The mark fades after 60 seconds, and its Energy Cost is increased by 4.
:: You sometimes mark yourself, causing all enemies to get the benefits of Level 3 .
:: All enemies automatically afflict you with Level 4 .
========
Element(s):	
Use: 	Utility
Type: 	Aura
Cost: 	0
Empower yourself and allies within a radius of you with animal-like traits. The effects of this skill become more powerful and change as it increases in level.
:*Allies do not have to be in line of sight of you.
:: Empower you and any allies with the Aspect of the Cheetah for 10 seconds, allowing the affected to sprint at their maximum speed for the duration without becoming tired. Can only be used once per hour. Aspects do not share a "cooldown" with one another.
:: Empower you and any allies with the Aspect of the Bear for 30 seconds, allowing the affected to use their full strength for the duration without becoming tired. Can only be used once per hour.
:: Empower you and any allies with the Aspect of the Predator for 10 seconds, causing the affected to regenerate 1 Energy per second. Can only be used once per hour.
:: Empower you and any allies with the Aspect of the Phoenix for 30 seconds. If an affected dies while under this effect their body ignites in flames, incinerating itself to cinders. When the effect of Aspect of the Phoenix ends that person will be reborn in a pillar of fire. Can only be used once every 24 hours.
::In addition the duration of your other Aspects is doubled.
:: Duration is reduced by half.
:: You can no longer use Aspect of the Cheetah. You instead learn Aspect of the Rabid, which causes you and all nearby allies to become rabid and attack anyone else in sight mercilessly for 10 seconds. This effect has no cooldown.
:: You constantly radiate Aspect of the Rabid at all times.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	0 - Passive Effect
You gain increased mastery over your and "Shapeshifting"-type skills. Higher levels grant additional effects.
:: Increases the level of your skills by 1. In addition you learn a "Shapeshifting"-type skill of your choice.
:: Your non- "Shapeshifting"-type skills have their levels increased by 1 and each time you roll for a new power you may instead learn the closest "Shapeshifting"-type skill. In addition, while under the effects of a skill you can remain transformed indefinitely without risk of losing yourself to beast-like instincts and urges.
:: You can now use multiple at the same time to create chimera-like forms with a multitude of benefits.
:: Provides no benefits.
:: All of your skills have their levels reduced by 1.
:: All of your "Shapeshifting"-type skills have their levels reduced by 1.
========
Element(s):	
Use: 	Utility
Type: 	Shapeshifting
Cost: 	4
This skill can only be used while under the effects of a . Causes you to become empowered with beastial fervor, granting a huge increase to your physical attributes.
::*If you are not transformed the effect ends early.
::*If you shift from one transformation directly to another, the effect will be maintained through both transformations.
::*This effect can be used during .
:: Empower your transformation, granting its and reducing the Energy Cost of all skills by 1 for the duration. Lasts 5 minutes.
:: Your "Shapeshifting"-type skills have their Energy Costs reduced by half rounded up for the duration.
:: The Level of your transformation is increased by 2 for the duration and you become extremely resilient while under the effect, causing your wounds to heal rapidly.
:: You gain Level 1 for the duration. When this effect ends you do not become exhausted by fading.
:: You immediately lose your current transformation.
:: Sometimes when you transform you immediately lose the effect of your transformation.
:: When you transform you immediately fly into a feral rage, losing all human traits and become a rapid animal with the effects of Level 3 .
----
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========
:: .
:: .
:: .
:: .
:: .
:: .
:: .
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	2
Allows you to manifest your mental will as an invisible physical force that can be used to manipulate objects. The weight, size, and magnitude of the objects you're trying to manipulate influence the amount of Energy required. Objects can be lifted, crushed, etc. with any action you wish to take merely requiring concentration.
:: You're able to lift light objects weighing in at 10lbs. or less with moderate effort. Lifting objects heavier than this dramatically increases the amount of Energy required to manipulate the object with .
:: Lift amount is increased to 100lbs. and you learn . If you already know increase it's level by 1.
:: Lift amount is increased to 2000lbs. and the Energy cost is reduced by half, even for lifting objects passed the base amount.
:: Lift amount is increased to 10000lbs.
:: You're only able to lift up to 5lbs.
:: You have a constant headache, and nearby objects are thrown at you.
:: You have crippling migraines at all times.
========
:: .
:: .
:: .
:: .
:: .
:: .
:: .
----
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========
You can willingly cause your touch to imitate the feeling of other effects, such as heat, cold, pain, pleasure, etc. These effects are false however, and cause no actual physical effect. Higher skill levels allow you to increase the intensity of these effects.
:: You can mimic basic effects, causing your touch to feel cold, hot, painful, pleasurable, etc. These effects are mental only however, and someone with a strong state of mind, or who knows better, will be able to easily resist.
:: Your mastery over mimicking touch skills increases to the point that you gain the ability to roll a 9-sided die to gain another Touch type ability:
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
:: Your touch is so real that you can convince even people or beings that know that you have that your touch is real. This effect is so intense that the "fake" effects of the touch can even begin to manifest physically, as the touched's body attempts to thwart it at a cellular level.
:: While using the effectiveness of your other skills is increased to level 4 on the person or creature you're touching.
:: You get hot and cold flashes, uncomfortable pains.
:: When you touch someone with you also feel the effect that you're using on them.
:: You are constantly barraged with a bombardment of sensory overload.
========
Curse an enemy with massive amounts of fear, causing everything they see and hear to be terrifying. A strong-willed or courageous individual can resist or fight off these illusions, the effect can also be broken early if the cursed is inflicted with pain.
*Does not affect .
:: Curse a target with fear, causing them to see and hear massively disturbing sights and sounds. The duration of the curse is 5 minutes.
:: The effectiveness of the fear is dramatically increased, causing even courageous individuals to hesitate or flee.
:: Your grasp over is so great that you are able to make even the normally fearless individuals absolutely terrified of every day life. You also gain the ability , or increase it's level by 1. If the level of is already at 3 or greater, you may instead learn another of your choice.
:: You can incite mass hysteria, causing the greatest fears of one person to spread to all other people in the area.
:: You sometimes curse yourself with when you curse others.
:: You always curse yourself with when you curse others.
:: You are constantly in fear of your life, with everything appearing as terrifying and your worst possible.
========
You gain the ability to cause false-sounds to be heard by someone.
:: You can cause someone you gain the ability to make a person hear simple sounds, such as tones or your voice.
:: You gain increased ability, allowing you to make someone hear things crisply and clearly, causing them to believe it is real.
:: You can insight auditory illusions upon an entire crowd of people. You also gain the ability .
:: No longer costs energy.
:: You sometimes hear things that aren't actually there.
:: You constantly hear a low humming and whispers around you.
:: You can no longer hear normal sounds, only being able to hear false auditory .
========
You can now enchant an object, causing it to gain an illusory sheen of enchantment and causing it to appear as something else that you want it to that is the same size and shape. This can be done at a distance of up to 3 feet away.
:: You can enchant small objects to appear as objects of similar size and shape. For example, enchanting a slip of rectangular paper to appear as a $100 bill or changing the appearance of a label or sign to read as something else. Enchant lasts 1 hour,
:: You also gain the ability to cause the object have even the same feel and smell as the object you wish it to appear as.
:: You can enchant even larger objects, such as cars or even whole walls of a building, making it appear as something else. You also learn or if you already know it, increase it's level by 1. If is already at level 3 or greater, you may choose another skill to learn.
:: You gain the ability to enchant another person with , causing them to look, sound, smell, and overall appear as someone you want them to.
:: Sometimes you accidentally enchant objects you touch, causing themt o appear as something else.
:: You enchant everything around you to appear as something else. Only you can see these illusions.
:: Nothing appears to be what it is. All things around you constantly shift in appearance, especially ones that are dangerous to your health.
========
You gain the ability to summon an illusory duplicate of yourself that can be mentally controlled.
Summon an illusory duplicate of yourself that can be mentally controlled. Higher skill levels make controlling the duplicate easier and require less concentration. The illusion can cause no physical harm, but it can use False Touch.
:: You gain the ability to summon a duplicate of yourself that appears the same as you. This duplicate can be mentally controlled by you. The duplicate lasts up to 3 minutes.
:: You can make a of others.
:: You gain the ability , and can use it while is active.
:: Your created Doppelgangers are so realistic that they can fool pretty much anyone, you can also mentally control your doppelganger effortlessly, almost like it is an extension of your own body. You can make a doppelganger last for as long as you want it to.
:: Your doppelganger lasts only a few seconds.
:: People have trouble remembering your face and telling who you are. Even people that have known you for a long time.
:: You can no longer he seen or remembered by anyone.
========
Enchant a person or object with a illusory veil that causes light to pass straight through it effectively making. If the object is moved, hit, or damaged, the veil flickers, granting limited vision of it.
:: You can enchant people or objects, including yourself, to cause light to pass through them. The enchant lasts 25 seconds. Moving or performing any action disrupts the invisibility, negating it completely. Performing any skills destroys the effect instance.
:: Moving the invisible object has less of a disrupting effect on the invisibility. allowing it to remain partially invisible while moving. Moving slowly makes you harder to see, moving more quickly disrupts the whole thing. Enchant lasts 10 minutes.
:: Invisibility requires 3 less effort to perform. Larger objects still take a great deal of effort. Movement disrupts the invisibility much less.
:: You can now enchant people and objects with perfect invisibility and can perform one skill while invisible before it breaks.
:: Accidentally enchant objects you touch, this includes your clothing.
:: Things you're looking for randomly become invisible.
:: Your skin becomes invisible. This makes it incredibly hard to see as you effectively have no eyelids to block out light. Without protection from the sun you will suffer permanent blindness.
========
You gain the ability to take on the appearance, voice, and smell of another person or object. The illusion is complex and initially requires great concentration to maintain.
:*Can be used in combination with Level 3 to make another person appear as someone they are not.
:: You can momentarily take on the appearance of someone of similar height and build as you. The person must also be of the same gender that you are. The duration of the effect lasts 5 minutes.
:: You can now more perfectly change your appearance to that of someone else, even if they are not the same build or gender as you.
:: You can change your appearance to match even non-humanoid creatures, such as an animal, a plant, or another object. You also learn or if you already know it, increase it's level by 1. If is already at level 3 or greater, you may choose another skill to learn.
:: You gain the ability to cast skills while under the effects of .
:: The effect of is greatly diminished and only works effectively at a distance or if you are obscured.
:: You randomly look like other people.
:: People see you are their greatest enemy.
========
Provides the ability to mimic other supernatural abilities, and though they appear extremely realistic, they are still false, and cannot cause any physical harm.
*You can mimic other skills you know, effectively allowing you to cast "non-lethal" versions of them.
*When you skills they will be at the same level is.
:: You gain the ability to mimic supernatural skills that you've seen. These skills have no effect and can inflict no physical damage but will feel real, even being able to inflict mental pain and anguish.
:: The cost of is reduced by 3.
:: You permanently learn a single skill that you're able to mimic.
:: 
:: You sometimes cast versions of your own skills instead of the true versions.
:: You can no longer mimic skills.
:: All skills you use are the illusion versions and you can no longer perform their normal versions.
========
:: .
:: .
:: .
:: .
:: .
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Grants increased mastery of all type skills you are able to use. This effect can push them passed the level 3 cap, allowing you to get the Mastery bonus. Also grants control over fire.
*This does not give you access to skills you don't know. It only increases skills you have access to.
*Does not grant control over fire that is conjured by others.
:: Skill levels of other skills are increased by 1, and you gain the ability to more easily resist the effects of illusions, allowing you to tell reality from falsehood. Once a day you also gain the ability to roll a 10-sided dice. Depending on the resulting number you are able to use the following skill for a single day in it's Level 1 form. This skill does not receive the passive level bonus benefit from this skill.
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: You get to choose which skill you wish to learn for the day.
:If you roll for an ability you already have, its level is increased by 1 for the day. If the level of that ability is already at 3 or greater, you may instead choose which skill to learn for the day.
:: You gain the ability . If you already have this ability you may choose it increase it's level by 1 or gain another ability of your choice that you do not already have. If you already have all abilities, instead increase the level of to Level 3.
:: The energy cost to perform skills is reduced by 3. You can choose to gain an skill of your choice or increase the level of a skill you already know by 1.
:: Provides no benefits.
:: Lowers the level of your other skills by 1. This effect can send them into the negatives.
:: Lowers the level of your other skills by 2. This effect can send them into the negatives.
----
======
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	2
You can remove supernatural effects such as enchants, among other things. Higher levels grant you the ability to remove more types of supernatural effects.
:: You can remove all Enchantment and/or Ward effects from a being or object. You replenish 3 Energy for each enchant removed this way. Has a 3 yard range.
:: You can remove all non-Greater curses from a being or object and you are immune to the effects of Rune-type traps and touching or passing over a rune allows you to destroy it. You learn . If you already know instead increase it's level by 1. If its level is already 3 or greater, increased the level of to 3.
:: Range is increased to 50 yards. Using on a target also disables all Passive/Mastery effects for 10 seconds if you wish and/or revert/disable all Shapeshifting effects.
:: You gain all beneficial effects removed or disabled by for 30 seconds. You also gain the ability to use any Curses or Runes you demystify for the same duration.
:: You no longer replenish energy by removing effects.
:: You can no longer benefit from Enchantments, Wards, or Shapeshifting skills.
:: You cannot use any of your other powers.
========
Element(s):	
Use: 	Defensive
Type: 	Enchant
Cost: 	7
You can wrap an object or individual in powerful binding magic, causing it to become ethereal and partially phase out of reality. Using this on summoned creatures banishes them back to their place of origin. Higher skill levels allow more powerful targets to be banished.
*You can cast on yourself.
:: Cause an object to become partially from reality for 30 seconds. While a target cannot physically interact with anything and is also immune to all physical effects. It can still utilize supernatual skills such as Magic, Wards, and Conjuration. Using on a summon causes it to be sent back from whence it came.
:: You learn . If you already know instead increase it's level by 1. If its level is already 3 or greater, increased the level of to 3.
:: All Magic skills and effects used on a target have double their effect.
:: Energy cost on reduced by 5.
:: You sometimes yourself.
:: You become slightly at all times, increasing the effectiveness of all Magic-type skills used on you.
:: After 3 days your soul will be expelled from your body.
========
Element(s):	+ +
Use: 	Offensive
Type: 	Magic
Cost: 	8
A skill that completely consumes all energy from a target, exhausting them and preventing them from using additional skills. Higher skill levels cause the effect to become more lethal.
:: Fire a slow-moving bolt of negative power that consumes the target's stamina. If the bolt misses, half of the Energy cost is refunded.
:: The consumed energy feeds back into the target causing it to explode violently outwards, dealing damage depending on how much Energy was consumed.
:: As the energy explodes violently outwards, half of it is siphoned back into you, causing you to gain half of the Energy that was consumed.
:: No longer has a travel time. The intended target is immediately hit.
:: Energy cost is increased to 11.
:: All skills you use cost 5 more Energy.
:: Every time you try to use any sort of supernatural power you instead use Level 3 on yourself.
========
Element(s):	+
Use: 	Defensive
Type: 	Conjuration
Cost: 	4
Conjure a supernatural shield of light from the back of your hand that can defend against certain types of attacks. Strength and effects of the shield increase with level.
:: The shield defends against all supernatural attacks for 15 seconds. Especially powerful impacts, similar to bullets, can shatter the shield.
:: Defends against all attacks. Duration is increased to 30 seconds. Ending the effect early returns energy cost based on how long you had the shield conjured.
:: You're able to conjure walls of light that last 30 seconds. These walls have the same durability and defend against all the effects that your defends against.
:: The is indestructible and each time it is hit you replenish a small portion of Energy.
:: The shield lasts 5 seconds.
:: The shield will only defend against one attack before shattering and costs twice as much to conjure.
:: You enemies randomly gain shields that make them impervious to all damage.
========
Element(s):	
Use: 	Defensive
Type: 	Curse
Cost: 	3
Silence a target, preventing them from casting or using certain skills for a short duration.
*Especially effective against Witches.
:: Bind a target's power, preventing them from using any Magic skills for 15 seconds. 6 yard range.
:: Also prevents the use of Ward, Rune, Summoning and Conjuring skills.
:: Counters the element of the last skill used by the target, disabling that element for 60 seconds.
:: Also drains 5 Energy from the target.
:: Sometimes silence yourself.
:: Each time you use a skill the element(s) of that skill are disabled for 60 seconds.
:: Each day all but 1 element of your powers is disabled. The powers that are disabled are random.
========
Element(s):	+
Use: 	Offensive
Type: 	Enchant / Conjuration
Cost: 	4
Conjure a weapon made of pure , the weapon has physical substance and can be wielded like a conventional weapon. This skill also allows you to enchant solid objects with the element of .
*The conjured weapon and objects enchanted with will not harm the person holding them.
*The conjured weapon will last only a few seconds if it is knocked from your hand.
*Enchanted objects are constantly glowing, very brightly.
*Only simple weapons can be conjured. Modern mechanical weapons like guns or bows cannot be conjured.
*Conjuring or enchanting larger objects requires much more effort and will drain your energy more quickly.
*Once a weapon is conjured or an object is enchanted, it doesn't take any additional effort to maintain the weapon or enchant.
*As long as you hold the enchanted object in your hand or have it near to you the enchant will last forever.
*Because it glows to brightly it massively disrupts any kinda of invisibility the used might have activated on themselves.
*The conjured weapon weighs nothing.
*Is massively effective against and very effective against and other creatures and effects.
:: You can either conjure a weapon made of light, or enchant and object with the same effects. Enchantment lasts 3 minutes if it is not near to you.
:: You can fire discs of sunlight from the weapon. These beams deal additional damage to and them for 10 seconds. No longer has an Energy cost during the day.
:: Enemies struck by either the weapon or the disc of light are illuminated by light for 30 seconds, preventing them from going invisible or from using any kind of illusions. If they are struck by another skill while illuminated the light explodes, releasing a wave of light that damages all nearby enemies.
:: Incinerates in a single strike. Weapon casts level 1 and on anything struck.
:: Accidentally enchant objects you touch, including your clothing.
:: Enchant everything you touch.
:: All sources of sunlight are massively magnified when they hit you, causing you to become incinerated in direct sunlight.
========
Element(s):	
Use: 	Defensive
Type: 	Enchant
Cost: 	8
Enchant an object, being, or material with a thin layer of defensive magic that dramatically strengthens it against physical damage, effectively making it more difficult to destroy. The enchant lasts a certain number of impacts before dissipating.
* can defend against physical blows that are small and localized, however large impacts like being hit by a car cannot be defended against.
*Is less effective when used on biological materials such as skin.
*Does not protect against non-physical effects.
*The veil cannot be seen by others.
:: You can only enchant yourself or objects you touch directly. lasts against 3 impacts.
:: You can enchant objects up to 6 yards away. Energy cost reduced by 2.
:: Enchant lasts up to 10 impacts. You learn a "Ward" type skill of your choice.
:: When you use on anything, you also cast all Ward-type skills that you know on that object for free.
:: sometimes doesn't defend against anything and only defends against 1 impact.
:: Whenever you use another skill on a target, you sometimes cast level 3 on that target instead.
:: You become more frail, causing your bones to more easily break and your skin to be cut by simple things.
========
Element(s):	
Use: 	Defensive
Type: 	Ward
Cost: 	2
You are passively resistant to Curse skills and effects. You are also capable of conjuring a Death Ward around yourself or another object, person, or creature, making them completely immune to Curse for a temporary duration.
*You can only have one thing warded at a time.
*You can ward yourself, another person, or an object.
*The ward effect is invisible.
:: Passively provides a slight resistance against normal Curse effects. The Ward does not remove Curses but does make them cause no additional harm while the Ward is active. Ward lasts 15 seconds.
:: The Ward reflects curses back onto their caster.
:: You are almost completely immune to Curse effects.
:: When you ward another person or object, you also ward yourself.
:: You can no longer conjure a .
:: You are more vulnerable to Curse skills and effects.
:: You are cursed by a random Curse every day when you wake up. The duration of the curse is increased to 24 hours.
========
Element(s):	
Use: 	Defensive
Type: 	Ward
Cost: 	2
You can now conjure a ring of power around a target person, being, or object. This ward prevents supernatural effects, skills, and begins from passing over it. Higher skill levels increase the effectiveness of the ward and allow you to increase the effective area.
:: The conjured ring is 2 yards in diameter. You can choose a single elemental or skill type to defend against when the ring is created. Circle lasts 30 minutes.
:: The conjured ring can be made up to 4 yards in diameter and can defend against supernatural beings such as , , or .
:: The ring can be made large enough to surround an entire building.
:: The ring protects against anything you wish it to, even normal people can be prevented from crossing its threshold.
:: The ring rarely protects against anything.
:: A ring will randomly appear around you, and trap you inside of it for 30 seconds to 30 minutes.
:: All of your defensive skills are disabled.
========
Element(s):	
Use: 	Utility
Type: 	Mastery
Cost: 	
Increases your mastery over other skills and also increases the strength of your Ward-type skills by 1. Higher skill levels grant increased mastery over various forms of defensive skills and grant additional effects.
*This does not give you access to skills you don't know. It only increases skills you have access to.
:: Skill levels of other skills are increased by 1. When you learn this skill for the first time you choose to learn a or Ward-type skill of your choice that you don't already know.
:: Skill levels of your Ward type skills are increased by 1. Your skills cost 1 less Energy to use.
:: The levels of all of your non- non-Ward defensive skill is increased by 1. In addition, each time you would roll for a new power, you may instead choose the nearest "Defensive" skill to learn.
:: Provides no benefits.
:: Reduces the level of all of your , Ward, and "Defensive" skills by 1.
:: Reduces the level of all of your , Ward, and "Defensive" skills by 2.
----
======
Occultism skills are different from other skill types. They are heavily utility focused, with many being useless in direct combat. However a few of them can boost the effectiveness of your other skills. Occultism is initially the most numerous skill type because of this.
========
You can see the history of an object by touching it directly. This allows you to see events it has been involved in, who may have used it and for what, and may grant insight into how the object is used. Direct touch is required. Unlike other "Touch" skills, Psychometry cannot be controlled at will. Anything you touch has the possibility of triggering it, though you can willfully use it when needed as well.
*Repeatedly touching an object can allow you to glean more information about it.
*Having a clear mind allows more to be seen and to more clearly see images and events that the object was involved in.
*You cannot initially hear the events seen. If you see a person talking while they're holding the object, you won't be able to hear what they're saying.
:: Can see the recent history of an object, extending back to three days at most. Images seen are semi-random and may not provide important information.
:: Ability to look farther back, extending your ability to see back a month.
:: You can see the history of a touched object over the last two years.
:: Through concentration you can now become entranced by the object when you touch it. This sends your mind back to the various events that you see, and allows you to move through the vision as if it were real. By doing this you can see from all angles and you can mentally control the flow of events, pausing, fast-forwarding, or rewinding the vision. You're also able to hear, smell, and feel everything around you.
:: The visions become more erratic and difficult to clearly see. They're also fleeting, similar to a dream, meaning that you quickly forget them after they end.
:: The touch activates more often and frequently gives you visions of completely worthless information. Each time this happens you have a massive headache afterwards.
:: You constantly hear a cacophony of voices as you begin to sense events that the air around you has been involved in, mostly speaking while it has been exhaled. This becomes worse in populated areas.
========
By using a spiritual medium, you are able to summon and commune with lingering spirits of the dead. This effect is stronger when done with others, especially those who have super-natural powers of their own.
*You do not gain control of the spirit you summon, but you have limited protection from it. Creating a circle of hands with other magically-empowered people greatly increases the protection you and the other forming the circle, have from the spirit.
*If one of the people involved in the ceremony is a family or personally knew the spirit you're trying to summon it greatly increases the effectiveness of the ceremony.
*Summoning a spirit doesn't always mean it will communicate. Some spirits, especially violent ones, won't want to communicate as readily as others.
*The communing ceremony only works at night, and even then darkness is required.
*A "spiritual medium" is an object that is meant to be used to contact the dead in some way. These objects include, but are not limited to:
**Ouija Boards
**Tarot Cards
**Crystal Balls
**Mirrors
:: You can gain vague information from a spirit, usually single words as answers to questions. Yes or No questions are the only questions that get accurate answers. At this level the communing ceremony can fail, and you might summon nothing.
:: You can commune more accurately, allowing a spirit to more clearly answer more complex questions. Answers will still be vague at times however.
:: You can now commune with spirits in full sentences, and depending on the medium you use, you will get accurate and clear answers so long as the spirit wants to comply.
:: By using multiple people you can now perform a seance with another individual. Unlike a normal communing ritual the other individuals involved do not need to have supernatural qualities or powers to empower the seance. The seance not only summons a spirit, but binds it to your circle, preventing it from leaving. You can use this to interrogate it and forcibly extract information from it. You can also summon multiple spirits at once. So long as the circle of hands is unbroken you have greatly increase protection from summoned spirits. This can be done without a normal "spirit medium" as you summon the full spirit into vision in order to communicate with it.
:: Spirits you summon seem to babble or shriek uncontrollably, making it extremely difficult to gain useful information from them.
:: You attract wicked spirits and demons, which will seek you out and attempt to harm you.
:: You constantly see the nearby spirits of the dead. Communing with a spirit offers no protection and you and any of those involved have the danger of becoming possessed by the spirit you summon.
*Astral Projection|Astral Projecting allows you to speak with spirits you come into contact with while in Astral Form.
========
When you are effected by a spell directly, you are able to replicate it for a short time afterwards. It requires greater concentration to replicate a spell that you don't know, causing it to quickly tire you if it is used numerous times.
*The power must directly effect you in order for you to be able to replicate it. For instance, you must actually be burned by conjured fire if you would want to gain that ability.
*This skill is especially powerful against curses, as you can copy a curse you're affected by and use it on others.
*Even the knowledge of the replicated spell is temporary, meaning that you will not remember how you performed a spell, once the effect wears off.
*You can replicate powers you can't normally learn.
:: You can replicate powers for ten seconds.
:: You can replicate powers for two minutes.
:: You can replicate powers for one hour.
:: You can now permanently "store" a single power you've been hit by, allowing you to cast it whenever you want, as many times as you want. Each time you are effect by another power you can choose to replace this spell with that one. This power will be at the same skill level of the power that hit you and cannot be raised or lowered.
:: You uncontrollably replicate powers that hit you for ten seconds. These tire you, but not as much as if you cast them yourself.
:: You become cursed each time you are effected by a power. The curse increases your vulnerability to that specific power, and the effect gets worse each successive time you're hit by that same power. The curse lasts for about thirty minutes.
:: Each time you hit someone, or someone hits you with a power they gain the ability to replicate one of your powers.
========
By tying a crystal to a length of string and holding it over a map, you are capable of compelling the crystal to seek out the location of an intended individual or object, eventually the crystal will pull your hand down and onto the location. An object affiliated with the thing you're scrying for greatly increases the accuracy of the effect.
*If the thing you're scrying for wants to be found by you or another present while you are scrying, it will be easier for the crystal to more accurately seek them out.
*Though any crystal can be used to scry for any individual, certain crystals are "tuned" for specific creatures or objects, allowing them to more easily seek out those individuals:
**Glass crystals are not tuned to anything, though they can be used if nothing else is available.
**Quartz crystals are turned to humans.
**Amethyst are tuned to loved ones, even allowing you to accurately scry for a loved one without the use of an object affiliated with them.
**Pyrite crystals are tuned to supernatural objects, including cursed and enchanted objects.
**Sapphire is tuned to other non-demonic supernatural beings.
**Twin Crystals of any kind can be used to scry for family of the scryer.
**Sulphur Crystals are tuned to demons.
**Obsidian Crystals are tuned to anyone you see as an enemy.
**Diamonds can be used to scry for anything accurately.
:: You can scry for anything within ten miles of your location.
:: Range is increased to anything within twenty-five miles of your location.
:: Range is increased to one-hundred miles.
:: Range is limited only by map scale. You can also scry of objects and people you've never actually seen before without needing any kind of object affiliated with them. You can also scry for more vague concepts like "A pretty girl", and the crystal will still be able to find one.
:: Scrying can now fail, causing the crystal to sometimes randomly seek out things that have nothing to do with anything.
:: Others can more easily scry for you. The frequency of failure greatly increases.
:: Supernatural entities like demons, spirits, and witches can sense where you are within a mile of them, making it impossible to sneak up on them. In addition you can no longer scry at all.
*Max level allows you to sense information about the scryed location.
*Level 3 or greater allows you to send your astral form to the location that you scryed in order to scout it out ahead of time.
========
By calming your mind you can astral project, which allows your soul to temporarily leave your physical body. This allows you to explore locations without having to actually go there. However your astral form cannot interact with the environment, only watch.
*You are invisible and make no sound while in astral form. However individuals with will be able to see and hear you.
*Your soul does not tire from exertion, allowing your astral form to run, jump, etc. endlessly.
*Initially, very few Powers can be used while in astral form.
*Your astral form is much more frail than your physical body, especially to skills and effects.
:: Requires great concentration to maintain and your Astral Form can only travel up to 3 miles away.
:: Your astral form can travel up to 10 miles away. You gain the ability to astral project while sleeping.
:: Your astral form can travel up to 25 miles away, in addition your astral form can teleport to any location in that radius.
:: Your astral form gains the benefits of all of your passive Powers, and you can use a single power to effect the environment, however the projection will return to your body immediately after. You also have limited physical interaction with objects while astral projecting.
:: You astral project at times without even realizing it. This will most often happen when waking up, as your soul will awaken before your body will.
:: Your soul wanders at night while you're sleeping. This will be perceive this as a dream and you won't even realize it.
:: The tether between your body and your soul is severed, making you more vulnerable to possession.
========
Summon a weapon that is animated by pure violence. The weapon hovers above ground as if it were being held by an invisible entity and attacks enemies with expert technique, refusing to stop. Other weapon enchanting techniques can be used on the weapon to grant it additional effects. You can choose to unsummon the weapon at any time.
::
:: The Living Weapon has tunnel vision, and will fight whoever you initially summon it to attack, but does not listen to any further commands and will automatically unsummon itself if the enemy it was summoned to fight to destroyed. The type of weapon summoned is determined by rolling a 5-sided Die:
*1: Longsword - An all-around weapon with strong range. It suffers against faster opponents.
*2: Flail - A mid-ranged weapon with devastating strikes. Strong versus armored enemies.
*3: Dual Swords - Twin short-swords. They are overall less effective at dealing damage against practiced opponents, but are good as a distraction.
*4: Bow - Ranged weapon that comes with a spectral quiver with infinite arrows. The accuracy of this weapon increases with skill level.
*5: Spear - The best all-around weapon that can be summoned. It is made of wood and can be easily broken by more powerful or skilled opponents.
:: Can now be commanded to attack another target, but cannot be commanded to stop attacking. If all of your enemies are destroyed or out of reach, it will unsummon itself.
:: Can now be telepathically controlled like a normal summon, however constant concentration must be maintained to keep it from attacking. You can now also choose which weapon is summoned.
:: You now summon the plate mail armor of an unknown knight. This knight is unique to you and cannot be summoned by anyone else. As a result it also wields a set of the same weapon types that are unique to it. These weapons are supernatural and empowered with mystical properties.
:: The weapon will attack a random enemy when you summon it, and you will be unable to control it further.
:: Is randomly summoned and goes into a blind fury, attacking whatever is nearest to it until it is destroyed.
:: Weapons near to you randomly come to life and attempt to kill you.
========
You now have the knowledge and ability to perform a ritual that allows you to willingly move between two points instantly. The ritual requires a circle of power by marked onto the ground and a burning candle placed at the four cardinal directions. While you and up to one other are standing within the circle you can instantly move from the circle to any Rune of Passage that you have already placed. Runes of Passage are sigils that are unique to you, similar to a signature. Once placed you will be able to teleport to any location they are placed at from the circle of power.
*If a Rune of Passage is destroyed in any way, you can no longer travel to that location.
*The Rune can be made through almost any means, marker, pencil, paper cut out, or even carving the rune directly into a surface.
*The Rune can be hidden under a small sheet, rug, or another thin surface. However thicker surfaces will hinder the teleportation.
:: You can teleport to any of you Runes of Passage by performing the ritual.
:: You can now sense when one fo your Runes is destroyed, though you are unable to sense which Rune it was.
:: As you arrive at a rune of passage, an imprint of the circle of power appears below you for a few seconds, allowing you to instantly teleport back to your own circle of power.
:: You no longer need to perform the ritual, and you're able to teleport between your Runes of Passage freely so long as you are near at least one of them.
:: When you teleport, the Rune of Passage will be destroyed afterwards.
:: When you attempt to teleport, the location you teleport to is completely random, along any axis, meaning that you can appear twenty feet in the air.
:: You randomly teleport anywhere within 200 miles of where you currently are once per day.
========
Your emotions directly impact the strength of your powers. Feelings like hope, anger, and conviction empower your skills well above what they are normally capable of. However feelings of despair, fear, and doubt will actively hinder most of your abilities.
*Empowering emotions are:
**Anger
**Passion
**Hope
**Conviction
*Depowering emotions are:
**Fear
**Apathy
**Despair
**Doubt
:: The greater the emotion, the more potent the effects for both positive and negative emotions.
:: You can fuel your powers with you emotions. By doing this they will tire you less quickly.
:: Gain further empowerment from positive emotions. Negative emotions impact the strength of your emotions much less.
:: You can now fully pour your emotions into your skills, dramatically increasing their strength and reducing their costs further. In addition each positive emotion provides an additional effect:
::*Anger boosts the effectiveness of all Magic and Shapeshifting skills.
::*Passion boosts the durability of your Summoned creatures and allows you to effortlessly use Conjure skills.
::*Hope massively increases the duration and effectiveness of Ward and Curse skills.
::*Conviction boosts the effectiveness of your Enchant and Touch skills.
:: Only negative emotions have an effect.
:: Any emotion at all can cause your powers to spiral out of your control.
:: You become extremely moody, only being able to feel the extremes of any one emotion at a time. These emotions still influence you powers, causing massive shifts in power depending on your mood.
========
You gain the ability to understand and telepathically communicate with animals.
:: You can telepathically give simple commands to animals and you can glean a basic understanding of their wants.
:: Your commands can be more complex, allowing for accurate directions. In addition you can more easily understand an animal and what it is trying to tell you.
:: You can now command animals perfectly, and even pacify most animals that are normally violent will become calm and listen to your commands.
:: You gain the ability to telepathically control animals, even against their will, and can even project your consciousness into their mind, allowing you to control their body as if it were your own.
:: You can understand animals vaguely, but can't command them anymore.
:: Animals will become aggravated by your presence. If you antagonize them in any way they might attack you.
:: All animals will attack you in a blind rage.
========
You can link your mind and soul with an animal, increasing their physical attributes and dramatically increasing their intelligence. You're also able to command them telepathically. 
:: Your familiar becomes stronger and smarter than a normal animal of their species. You are also able to communicate with them telepathically at any time and across any distance. The animal will always know where you are.
:: Further bolsters your familiar's strength and intelligence. They also know when you're in trouble and will come to your aid.
:: Your familiar will enter a supernatural rage while in combat, which massively increases their size and strength, and causes them to gain monstrous features. While in this form they can utilize any of your Touch skills.
:: Your familiar is immortal as long as you are alive. If it is destroyed in any way, shape, or form, it will be reborn as it was at midnight the following night. You also gain the ability to summon your familiar to you.
:: Your familiar will ignore most of your commands, and you cannot gain a new familiar.
:: Your familiar becomes physically ill, and any time you're hurt your familiar is also hurt.
:: Your familiar begins to die a slow painful death.
========
You gain the ability to enter a deep supernatural sleep. While in this sleep your body's ability to heal itself is greatly increased, allowing you to sleep off wounds that might normally require medical attention. While in this deep sleep nothing can wake you, supernatural or otherwise. You have to actually be tired in order to use the sleep.
:: Deep sleep lasts 8 hours.
:: Duration is reduced to 5 hours and you heal more quickly over the duration.
:: Duration is reduced to 3 hours, and you can heal from injuries that would normally require immediate medical attention, such as damage to a major organ.
:: As soon as you enter the sleep all negative effects such as Curses are immediately dispelled. In addition you can willingly enter the sleep at any time, even if you aren't tired, and it only lasts 1 hour.
:: The effectiveness of the sleep's healing is greatly diminished.
:: Sometimes when you enter the deep sleep you won't be healed at all.
:: The duration of the sleep is completely random, and can last anywhere from 10 hours to several days.
========
You are able to see ethereal objects and beings that can't be normally seen, such as ghosts, ethereal undead, lost souls, and the of others.
*The entities can now also see you.
:: You see these entities as simple figments such as shadows or dim white outlines.
:: You can now see ghosts and ethereal undead clearly.
:: You can now see lost souls and astral forms clearly.
:: You can now feel when one of these entities is within a mile of you with a 6th sense. In addition, you can grant your Spectral sense to others for a short duration. You can also make yourself invisible to these same entities.
:: You cannot always see the entities, and when you do you may mistake them for something they are not, allowing them to more easily fool you.
:: Ethereal beings can sense you from a great distance and will seek you out.
:: You can no longer see ethereal beings at all, and they will perceive you as a threat of some kind, attacking you mercilessly once they find you.
========
Dramatically increases your ability to summon and maintain demons and other beings, thus increasing the maximum number of creatures you can have at once.
:: You can have up to 2 at once.
::When this skill is learned for the first time, you also roll a 8-sided die that will grant you a to learn, based on the number your roll:
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: You get to choose which you wish to learn.
:: You can now summon an inanimate object in your line of sight to you by concentrating. If your concentration is broken the object you're trying to summon may explode, teleport back to its original location, or simply vanish forever.
:: You can have up to 3 at once. Summoning an object to you is easier, but still requires concentration.
:: Your are able to "store" your summoned creatures within your soul when they are not needed, instead of being forced to unsummon them to hide them from others. While stored inside of you the summons are dormant. In addition, summoning an object to you is now far easier and takes very little effort.
:: Doesn't increase the maximum number of greater summons you can maintain.
:: Your summons will still obey you, but they will completely disregard your safety and well-being when given a command.
:: When you summon a demon, whether it be a greater or lesser summon, the demon summoned will be random. If it is not a type of demon you can normally summon it will be hostile to you.
*: Doubles the number of Imps you summon at level 1 and triples the number at level 3.
*: Instead of summoning additional blobs, the blob you summon grows larger, doubling in size at level 1 and tripling in size at level 3.
*: The Level 2 effect is reversed, allowing you to have an effect happen to the beckoned demon instead of you, even if it is not under your control.
========
You master the art of conjuring, allowing you to use Conjuration skills with less effort, keeping them from tiring you. Does not grant control of conjured substances.
:: Energy cost rating for conjuration skills is reduced by 1.
:: Maintaining conjured effects, such as fire and ice, is easier.
:: Energy cost rating for conjuration skills is reduced by 2.
:: Some of your conjuration skills gain an additional effect:
:::* & - Maintaining conjured fire without burnable fuel and conjure ice to keep it from melting, requires no concentration or energy regardless of surrounding temperature.
:::* - If they hit an enemy they will bounce off and seek out up to 1 additional enemy.
:::* - 
:::* - 
:::* - You can now also Conjure Water. It has the same level and effects as your Conjure Air skill.
:::* - You can conjure two shields, but both are slightly weaker than a single shield.
:: Provides no benefits.
:: Increases the energy cost for conjuration skills by 1.
:: Increases the energy cost for conjuration skills by 4.
========
Increases your mastery of other Occultism skills, granting them increased control and strength, among other skill increases.
:: Increases the level of your other skills by 1, and you can now use . grants you incite into the strengths and weaknesses of an individual person, creature, or object. Once a day you also gain the ability to roll a 15-sided dice. Depending on the resulting number you are able to use the following skill for a single day in it's Level 1 form. This skill does not receive the passive level bonus benefit from this skill.
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: 
::*11: 
::*12: 
::*13: 
::*14: 
::*15: You get to choose which skill you wish to learn for the day.
:If you roll for an ability you already have, its level is increased by 1 for the day. If the level of that ability is already at 3' or greater, you may instead choose which skill to learn for the day.
:: You gain the ability . If you already have this ability you may choose to increase it's level by 1 or gain another ability of your choice that you do not already have. If you already have all abilities, instead increase the level of to .
:: You can now conjure a Book of Shadows and have the ability to summon it to you whenever it's needed. The book stores detailed information on anything you've used Libra on, and also contains more information on the spells you've learned and seen others use. In addition, the book grants various other bonuses when used in conjunction with certain skill types:
:::*Magic - Energy costs are reduced by 2.
:::*Conjuration - Increases the amount of the substance you can conjure without increasing the amount of concentration required.
:::*Summon - Non-Greater Summon skills last 50% longer.
:::*Ward - The first Ward you cast each day costs no Energy.
The Book itself also has the following qualities:
:::*The Book is indestructible as long as you are alive.
:::*The book cannot be touched by anyone but you and other supernatural members of your family.
:: The Book of Shadows can store charges of skills that you can save for later use. Skills stored this way have a single use for each charge, but require no effort to perform. The book also gains slight sentience, and can hover through the air at varying speeds, and it will also be able to use level 1 versions of your skills in combat.
:: Provides no benefits.
:: Lowers the levels of your other Occult skills by 1. This can lower their level into the negatives.
:: Lowers the levels of your other Occult skills by 2. This can lower their level into the negatives.
----
======
As their classification suggests, Demonic skills tap into the most sadistic and cruel powers that the Twins have access to. They are some of the most powerful skills that can be learned and used, however they come with steep costs, and are extremely difficult to control and master.
All skills require you to roll a 3-sided dice each time they are used, causing an effect based on the number you rolled.
All skills also have a effect instead of a effect. This effect is only gained when you are under the effects of .
========
You can infuse your muscles and bones with demonic power, causing them to temporarily shapeshift into demonic flesh. As this effect ends you become physically exhausted as your anatomy returns to normal.
*Despite dramatically increasing your muscular strength, your physical appearance doesn't change.
*Your stamina is heighten for the duration, making you tireless.
*You are treated as a Demon for the duration, causing holy and hallowed relics, effects, etc. to harm you like they would a demon.
*The amount of strength is directly tied to your normal muscle mass. The stronger the user is normally, the stronger they are when the power is used.
:: Your strength is tripled for the 5 minute duration of the effect. Each time you wish to use you must roll a 3-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed for duration. While possessed your eyes will turn black and you cannot control your actions, causing you to aimlessly attack anyone and anything around you for the duration. However you will always attack your brother last.
::*2: Has no additional effects. Your strength is simply increased for the duration.
::*3: Your strength is increased and you gain the effect of for the duration.
:After the effect wears off you will be so physically exhausted that you will not be able to perform anything but simple and low-work tasks for the next few hours.
:: The duration of the effect is increased to 10 minutes.
:: You have five times your normal strength for the duration of the effect. You also gain the ability to roll a 6 sided die once, at any time, causing the following effects:
::*1/2: is reduced to Level 1.
::*3/4: is reduced to Level 2.
::*5: You learn Level 1 . If you already know , you may choose to gain another skill or increase the level of a skill other than by 1.
::*6: You learn Level 2 . If you already know , you may choose to gain another skill at Level 2 or increase the level of two other skills by 1.
:: lasts as long you are under the effect of Metamorphosis and you do not become exhausted when the effect ends.
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants .
:: When you become possessed level is increased to Level 3 and you also gain the effect of Level 2 Metamorphosis.
:: You randomly become possessed. Using will always cause possession.
========
Element(s):	
Use: 	Offensive
Type: 	Summoning
Cost: 	0
Empower yourself as a conduit of wrath, causing each "Offensive" skill you use to spawn a demonic silhouette of him to for a moment that also uses the offensive skill you used. While this effect is active all of your skills cost 50% more Energy.
*Powers used by count as in addition to their other types.
*The silhouette of only lasts as long as it takes to use the skill. He vanishes immediately after.
:: For 30 seconds, each time you use an Offensive-type skill a silhouette of appears for a moment and uses the skill as well. will use it on the same target, or cast it in the same direction you are. "Offensive" skills you use cost 50% more .
Each time you wish to use you must roll a 3-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed for duration. While possessed your eyes will turn black and you cannot control your actions, causing you to aimlessly attack anyone and anything around you for the duration. However you will always attack your brother last.
::*2: Has the normal effect.
::*3: Both halves of appear, effectively tripling the number of Offensive skills you use with each cast.
:: Your max is increased by 4.
:: uses the Level 4 versions of skills.
:: of skills are only increased by 1, instead of 50%.
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants .
:: When you become possessed level is increased to Level 3 and you also gain the effect of Level 2 for the duration.
:: You randomly become possessed. Using will always cause possession.
========
An extremely deadly form of unearthly flame that is capable of burning any material, even that which is normally resistant to flames such as water, metals, and even most forms of protective magic. cannot be controlled, even with skills that grant supernatural control over fire such as . However, can only remain within our world for a short time, and it will quickly dissipate into normal flames if concentration is not maintained.
*You are not immune to .
* provides no resistances to . Passive or otherwise.
* appears instead of yellow-orange like typical flames. As it becomes more intense it becomes blood red. It also seems to rumble with a deep hum, and doesn't crackle like normal fire does.
*Demonic faces can be glimpsed in the flames at times.
:: When used, you gain the ability to conjure for 5 minutes, allowing you to conjure as a blast of up to 6 feet from you. lasts 3 seconds, after which it will become normal fire. Each time you wish to use you must roll a 3-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed for duration. While possessed your eyes will turn black, and you will cast blasts of to destroy anything around you.
::*2: For the duration you can conjure freely so long as you have enough energy.
::*3: You gain the effect of Level 1 for the duration that you are able to cast .
:: If consumes a living being it uses that creature's soul as fuel, extending the duration that you can conjure .
::*Non-human creatures increase the duration by 30 seconds.
::*Humans increase the duration by 5 minutes.
:: For the duration you can conjure is increased to 10 minutes. In addition to the other effects of the dice roll. You also gain the ability to roll a 6 sided die once, at any time, causing the following effects:
::*1/2: is reduced to Level 1.
::*3/4: is reduced to Level 2.
::*5: You learn Level 1 . If you already know , you may choose to gain another skill or increase the level of a skill other than by 1.
::*6: You learn Level 2 . If you already know , you may choose to gain another skill at Level 2 or increase the level of two other skills by 1.
:: The Energy Cost of is reduced by 6.
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants .
:: When you become possessed level is increased to Level 3 and you also gain the effect of .
:: You randomly become possessed when using any of your other skills. Using will always cause possession.
========
You gain the ability to empower your curses, causing them to be spread over an area of effect around a target. Only objects of a similar composition as the primary target will be cursed. For example, cursing a demon will curse all other demons in the radius, but will not affect humans, animals, objects, etc. This skill also grants increased knowledge of curses, granting you additional curses as it gains power, with some of them being unique to this skill.
:: You can empower your next curse cast with , causing it to effect all similar targets in a 10 foot radius around the initial target. If you already know this curse, increase the level of by 1. In addition, each time you wish to use you must roll a 3-sided die. Depending on the resulting number, the following effect will occur:
::*1: You curse yourself in addition to the intended target.
::*2: Causes the normal effect, cursing all similar targets in a 10 yard radius around the primary target.
::*3: Causes the normal effect and costs no energy to use and the empowered curse has its cost reduced by 50%.
::When this skill is learned for the first time, you also roll a 10-sided die that will grant you an additional curse to learn, based on the number your roll:
::*1: 
::*2: 
::*3: 
::*4: 
::*5: 
::*6: 
::*7: 
::*8: 
::*9: 
::*10: 
:: You learn the following unique skills as long as is maintained at Level 2 or greater:
::*: Causes the cursed target to be unable to speak their intended language, instead causing them to speak in garbled demonic speech each time they try to talk. Lasts 10 minutes, 2 Energy cost.
::*: Causes the cursed to become completely blind for 30 minutes. 3 Energy Cost.
::*: Empowers your next curse to have +1 level, can grant the Bonus Level effect, cannot push a curse's level beyond level 4. 4 Energy cost.
::*: Causes your next curse to have double its normal duration. 2 Energy cost.
:: You learn , a curse that can only be cast upon a single creature at a time and cannot be removed from the target through any means until they die. The cursed individual becomes your , causing all skills you used against them to cost half their normal energy cost. You are also able to immediately sense your if they are within 10 yards of you.
:: Your other Curses gain +1 level, has no effect itself. You also gain the ability to control the size of radius, able to shrink it or increase it's area of effect up to 20 yards at no extra Energy cost.
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants .
:: When you become possessed all of your Curses are increased to Level 3 and you also gain the effect of .
:: You randomly become possessed when using any of your other skills. Using will always cause possession.
========
Temporarily enslave a creature by bending it to your will and forcing it to obey your commands.
:: You enslave an unintelligent creature such as an animal, lesser undead, or lesser demon for 5 minutes. In addition, each time you wish to use you must roll a 3-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed, and the creature you enslaved also becomes possessed, empowering it and causing it to attack anything your possession commands it to mercilessly.
::*2: Causes the normal effect, enslaving a target for the duration.
::*3: You gain the effect of Level 1 for the duration of the .
:: Your control over creatures is increased, allowing you to even intelligent creatures such as humans or demons.
:: Duration is increased to 10 minutes and you can up to two creatures at once. You also gain the ability to bind a creature to your will permanently, turning it into a servant. While this creature is enslaved it counts as a .
:
:: Your being becomes empowered with the same demonic qualities and strengths of your and you gain complete control of it.
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants .
:: When you become possessed you the nearest creature and you also gain the effect of .
:: You randomly become possessed when using any of your other skills. Using will always cause possession.
========
You utter a demonic word of pure cruelty, cursing an individual with all your malice, causing all harmful effects to seek out the cursed target.
:: Curse an individual for 30 seconds, causing the majority of harmful effects to home in on them instead of their intended targets. In addition, each time you wish to use you must roll a 3-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed and you are instead cursed with .
::*2: Causes the normal curse effect for the duration.
::*3: Using skills on a being cursed with causes you to enter for 5 minutes. If you are already under the effects of this does not extend the duration.
:: Curse duration is increased to 5 minutes.
:: Instead of causing all nearby hamrful effects to attempt to home in on the cursed target, all damaging effects also happen to the target in addition to the normally affected individual. Basically, burning one creature alive will cause the cursed target to also be burned alive.
:: Curse duration lasts as long as you are under the effect of .
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants .
:: When you become possessed you curse all nearby beings with .
:: You randomly become possessed when using any of your other skills. Using will always cause possession.
========
You summon a powerful demon directly into reality, this demon does not bend to your will unless you know its true name, however it can be "convinced" to obey you with a threat or show of power. The demon will be at least as powerful as its summoner is. can be used to temporarily gain control of a demon you beckon that you cannot control otherwise.
:: Summon a demon that exists 5 minutes before it is sent back to hell.
::*1: You become possessed by the demon you beckon for the duration.
::*2: You summon a demon at least as powerful as you are.
::*3: You enter for 5 minutes, consuming the demon you beckoned and gaining its attributes for the duration.
:: You learn the ability . If you already know you may choose to increase its level by 1 or increase the level of by 1.
:: You can prolong the duration of the summoned demon passed 5 minutes and you gain a degree of control over which demon you . You also gain the ability to roll a 6 sided die once, at any time, causing the following effects:
::*1/2: is reduced to Level 1.
::*3/4: is reduced to Level 2.
::*5: You learn Level 1 . If you already know , you may choose to gain another skill or increase the level of a skill other than by 1.
::*6: You learn Level 2 . If you already know , you may choose to gain another skill at Level 2 or increase the level of two other skills by 1.
:: You gain the ability to consume the demon you , temporarily adding its power to your own for the remaining duration of your 
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants .
:: When you become possessed you begin to additional demons to help you attack nearby beings.
:: You randomly become possessed when using any of your other skills. Using will always cause possession.
========
You replace your skin with demonic flesh, causing it to become heavily resistant to all sources of magic and also causing it to react to elemental and physical types of damage to further reduce damage taken. Being hit by different types of damage will cause your skin to react to that type of damage instead, voiding the resistance to the previous type.
:*The resistance includes Physical damage. Taking physical damage increases the durability of your skin to prevent it from being lacerated, cut, or bruised. The other tissue, such as muscle, can still be harmed regardless of physical resistance.
:: For 5 minutes, your skin turns to that of demonic flesh. While under this effect, taking damage from a type of effect will increase your resistance to that type. This resistance increases as you continually take damage from the same type of effect. Taking damage from another type of damage resets the resistance.
::example: Taking damage from will increase your resistance to , and taking further damage from further increases this resistance until you are completely immune to damage. However taking damage from another element will reset this resistance, so taking damage from alternating effects such as and in quick succession will provide little resistance.
::*1: You become possessed for the duration.
::*2: You gain the normal effect of .
::*3: You enter for the duration (5 minutes).
:: Your resistance to all damage types is increased for the duration.
:: You can maintain resistance to 2 elements at a time. You also gain the ability to roll a 6 sided die once, at any time, causing the following effects:
::*1/2: is reduced to Level 1.
::*3/4: is reduced to Level 2.
::*5: You learn Level 1 . If you already know , you may choose to gain another skill or increase the level of a skill other than by 1.
::*6: You learn Level 2 . If you already know , you may choose to gain another skill at Level 2 or increase the level of two other skills by 1.
:: Instead of becoming immune to an element you begin to absorb it, causing it to heal you and make you stronger.
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants .
:: When you become possessed you use .
:: You randomly become possessed when using any of your other skills. Using will always cause possession.
========
Element(s):	+ +
Use: 	Offensive
Type: 	Magic
Cost: 	1
A crimson-black skull of power made of appears near you and streaks off wildly towards the target. The skull is chaotic and doesn't fly in a straight line, making it difficult to aim at long distances. Higher levels grant additional effects.
:*Heals and deals greatly reduced damage to .
:*Because the skulls are so inaccurate,there's a chance that they could hit others you don't intend.
:: Is accurate at ranges of up to 3 yards. Any farther than the skull will miss a majority of the time. The skull deals very light damage, requiring a barrage hits to take down a target.
:: Each time you use the next skill you use costs 1 less . This effect stacks. Does not reduce the of .
:: Using 5 in a row causes you to gain for 5 minutes.
:: Accuracy is greatly increased, giving it an effective range of 6 yards.
:: is increased to 2.
:: Effective range is reduced to 1 yard.
:: You randomly become possessed for a few seconds each time you use .
========
Element(s):	
Use: 	Offensive
Type: 	Magic
Cost: 	100%
You channel the chaotic power of Belxephon himself, creating a bubble packed full of hellish chaotic energy. Everything caught within the bubble is ripped asunder, regardless of how durable it is, with even the most powerful defensive abilities and effects yielding to the destructive forces within the orb. This skill is massively taxing, causing you to immediately pass out after use and each use devours a part of your soul, meaning it can be used up to 12 times. After the twelfth use, your soul will be fully devoured by Belxephon, and you will become permanently possessed by him.
*All earthly materials will be twisted into useless debris.
*This specific skill is unique to the Twins and cannot be used, mimiced, or stolen by others, as it is unique to Belxephon himself.
:: Create an orb that's 6 feet in diameter that lasts 4 seconds, and can be conjured up to 10 feet away. The orb destroys everything it comes into contact with. You do not need to roll a die when you use this skill. Effectively costs 100% of your remaining Energy, causing you to immediately pass out afterwards.
:: Both you and your twin roll a 115 sided die, to learn a new skill. This skill starts at Level 2. You may also instead to learn a skill from the same school as the rolled skill at level 1.
:: The orb detonates after the 4 second duration, releasing a concussive blast that heavily damages everything in a 25 yard radius. You learn another skill that you do not already know.
:: You can consume your own to manifest at no Energy cost. Each orb counts towards the 12 use limit.
:: The levels of your other skills are reduced by 1. If you use this penalty is removed for 24 hours.
:: Each time you use a skill you must roll a 4 sided die. If you roll a 1 you use in place of the chosen skill.
:: You become possessed by both halves of for 48 hours, after which the level of this skill is reset to -2.
========
Element(s):	
Use: 	Utility
Type: 	Magic
Cost: 	0
Feed upon Belxephon's power, regenerating extremely quickly over a short duration. Higher skill levels cause additional effects. This skill can only be used once per day.
:: You pull siphon power from to yourself, causing you to gain 2 per "Turn" for 4 "Turns", for a total of 8 Energy. This effect stacks with your normal regeneration and restores even when you're using skills.
Each time you use you must roll a 3-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed for duration. While possessed your eyes will turn black and you cannot control your actions, causing you to aimlessly attack anyone and anything around you for the duration. However you will always attack your brother last.
::*2: Has the normal effect.
::*3: Duration is increased to 6 "Turns".
:: You instantly gain 2 additional upon use, for a total of 4 your first "Turn".
:: All gained for the duration of the effect is increased by 50%.
:: Lasts 2 extra turns.
:: Rolling a 1 or 2 will cause you to become possessed. 3 no longer grants increased duration.
:: When you become possessed you have infinite .
:: You randomly become possessed. Using will always cause possession.
========
You feed off of the pain you inflict on others, causing it to restore your strength. The more pain you inflict the greater the effect. This skill also bolsters the potency of your skills that can inflict pain.
:: Inflicting pain on others restores energy to you. Greater pain inflicted restores more. Inflicting a great amount of pain on multiple beings could effectively give you an endless supply of energy with which you could draw on to use other skills.
:: You learn . If you already know , instead increase its level by 1. If it is already at Level 3 or greater, you may instead learn a single Offensive skill of your choosing from the , , or schools.
:: You are now able to draw upon any form of pain, even your own, to bolster your strength. In addition, if you are in massive pain you gain the ability to enter at will, even if you don't have the skill normally.
:: You feel no pain and all of your Touch skills get +1 to their level for the duration of .
:: Your body is plagued by aches, as if you have slept wrong.
:: You can no longer feel anything but pain. You are numb to physical sensations of hot, cold, and pleasure.
:: You are in constant crippling agony.
========
Element(s):	
Use: 	Offensive
Type: 	Shapeshifting
Cost: 	0
You manifest the traits of Belxephon, channeling his durability and strength, adding it to your own and granting a unique benefit to your other skills. has a base duration of 5 minutes, however it can be maintained beyond this base duration, but the longer it is maintained the more difficult it becomes to resist Belxephone's influence, increasing the chance that you will become possessed by him.
:: Your skin turns pitch black, your eyes completely blood-red, and short horns sprout from your forehead. While under this effect you gain the following traits:
::*Highly resistance to and skills. 
::* skills heal you and restore .
::*Your skin and muscles become tougher to damage, making you resistant to light trauma. You cannot be as easily cut, bruised, or physically injured.
::*Your strength is very slightly increased by an amount equal to about 10%.
:: Your appearance becomes more , causing you to grow 4 inches taller, grow larger spiraled ram horns from your head, and a 6 foot demonic tail. While is maintained the levels of your non- offensive skills are increased by 1.
:: You become a monstrous , growing to nearly 6 and a half feet in height as your legs become digitigrade and you gain goat's hooves. Your tail grows to a length of 10 feet, and your horns increase in size and length. A pair of large leathery black wings burst from your back that allow for limited flight and gliding capability. This extra size and mass increases your strength by 50%.
:: When you enter your twin also enters .
:: You have increased difficulty maintaining control of yourself while using .
:: You become possessed while under the effects of .
:: When you become possessed by any effect, you also enter .
===Demonic - Astreiya===
Astreiya skills do not have to be rolled to be used if they are cast by individuals aligned with Astreiya, or that have made a blood pact with her.
========
Empower yourself or and object you're touching to cause additional damage the next time you impact an object or individual.
:: Empower your weapon or body, causing a bolt of lightning to radiate outwards from you the next time you strike a surface. This bolt will electrify the surface hit, causing a "taser" effect that paralyzes it momentarily.
:: Each time you use the next "Strike"-type skill you use costs 1 less Energy.
:: Striking an enemy 3 times causes you to for 5 minutes.
:: Each time you successfully land a hit with you gain the effect of Level 1 .
:: You sometimes empower strikes that you do not intend to.
:: You are sometimes shocked with electricity.
:: You sometimes become electrocuted with lightning, causing you to become paralyzed with muscle spams and pain.
========
Release a bolt of lightning that tears outwards and massively damages a single target. From there it leaps to additional targets or objects.
:: Release a bolt of lightning from your hands that seeks out an intended target. The bolt will jump to up to 2 additional intended enemies. If no other intended enemies are within range the bolts will strike random objects. The bolt can be bounced off of walls in order to seek out enemies around corners, out of line of sight.
:: Jumps 4 additional times instead of 2.
:: Jumps 9 additional times instead of 4.
:: Energy cost of is reduced by 2.
:: Each time you wish to use you must roll a 2-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed for the duration of .
::*2: Causes the normal effect.
:: Energy cost increased to 8.
:: The lightning sometimes arcs back to you.
*
========
Become a conduit for Astreiya's demonic power for a short period of time, granting a temporary increase in power to your other skills.
*
:: For 60 seconds, all skills you use have their levels increased by 1. This effect will even increase skill levels to their . When this effect wears off you become physically exhausted.
:: For the duration, all of your skills cost 50% less Energy.
:: For the duration, all of your skills gain theis bonuses.
:: Lasts for the duration of .
:: Each time you wish to use you must roll a 2-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed for the duration of .
::*2: Causes the normal effect.
:: When you become possessed, is increased to Level 3.
:: You randomly become possessed. Using will always cause possession.
========
You summon a veil a shadowy armor to protect yourself. The armor appears translucent and turns your form dark and difficult to see, however your eyes will appear a deep emerald through the veil.
:: Shroud yourself in a veil of demonic darkness that pushes all physical objects away from you and grants immunity to and effects. Duration is 30 seconds. Will not deflect objects of sufficient mass or velocity, such as a bullet or a car.
:: Energy cost is reduced by 3. If you do not already know it, you also learn .
:: will deflect all but the largest and most brutal of impacts, being able to even prevent injury from something as large as an oncoming semi-truck.
:: You gain the ability to use level 1 at no cost while under the effects of both and .
:: Each time you wish to use you must roll a 2-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed for the duration of .
::*2: Causes the normal effect.
:: When you become possessed gain the effect of .
:: You randomly become possessed when using any of your other skills. Using will always cause possession.
========
Your flesh turns grey and mimics the appearance of a white shark's skin and becomes heavily electrified, causing it to react when it is struck or when you strike something with your bare skin, such as your fists. You also gain a limited ability to manipulate electricity for the duration, allowing you to electrify some of your other skills.
:: For 45 seconds your demonic flesh reacts to anything that strikes it, causing it to react with an electrical blast. It will seek out the source of the strike, meaning that if a projectile hits you the arc will race towards the location where it was launched from. You can use Level 1 for the duration and you are immune to electrical effects and damage for the duration.
:: You learn . If you already know increase it's level by 1. If it's level is already 3 or greater, instead increase the level of to 3.
:: You can now maintain for as long as you want with no additional effort.
:: Each time you are struck you "charge up" increasing the amount of electricity your body is generating. Upon gaining 3 charges you can release them as a free level 3 .
:: Each time you wish to use you must roll a 2-sided die. Depending on the resulting number, the following effect will occur:
::*1: You become possessed for the duration of .
::*2: Causes the normal effect.
:: When you become possessed gain the effect of .
:: You randomly become possessed when using any of your other skills. Using will always cause possession.
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Inhale deeply for a moment before breathing out a massive stream of silvery electrified plasma that tears through all earthly substances in its wake.
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:: The plasma has a 15 foot range and you can breath out for 3 seconds. tears through all defensive skills.
:: You can breath in even deeper, causing your chest to expand well beyond its normal capacity and a silvery glow to appear and well up from within you. When you breath out it lasts twice as long and has a range of 30 feet.
:: All objects hit are ignited with silver .
:: You can breath out a constant stream of without having to take a deep breath first, maintaining the breath longer reduces the duration of your and causes you to become more quickly possessed.
:: Each time you wish to use you must roll a 2-sided die. Depending on the resulting number, the following effect will occur:
1: You become possessed for the duration of Lightning Skin.
2: Causes the normal effect.
:: When you become possessed the level of increases to 3.
:: You randomly become possessed when you use any of your other skills, especially demonic.
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You are granted Astreiya's power, causing your eyes to permanently turn an unnatural deep emerald-green color and granting a unique power to your Visage skills and allowing you to gain access to "Visage"-type skills with each level you gain.
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You manifest the traits of Astreiya, channeling her brutality and strength, adding it to your own and granting a unique benefit to your other skills. has a 5 minute duration, however it can be maintained beyond the base duration, but the longer it is maintained you will have more difficulty resisting Astreiya's influence and becoming possessed.
:: Channel the strengths of Astreya causing your skin to become grey and course like sand paper, your eyes to turn pure emerald-green, and six small horns to grow from your forehead similar to a crown. You take on qualities of Astreiya:
::*Your skin becomes tougher and more difficult to cut, bruise, and break through physical trauma.
::*You gain an increased resistance to and effects.
:: Your horns grow larger, twist up into a crown of thorn-like horns. Your finger nails also become razor sharp and silvery, able to scratch through most tough surfaces with ease. While is maintained the levels of your non-demonic skills are also increased by 1.
:: You grown in size and strength while under the effects of , with your mass increasing by roughly 25%. The horns atop your head form into an ornate jagged crown and bone-like wings sprout from your to a span of twenty feet.
:: When you enter you gain the ability to summon forth a spawn of Astreiya, which you can command to do your bidding. When the effect ends this spawn with be banished back to hell.
:: You have increased difficulty maintaining control of yourself while using .
:: You become possessed while under the effects of .
:: When you become possessed by any effect, you also enter .
Category:Powers