Initial Aura:
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Initial Willpower:
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Extend Duration (Level 1) — The Chosen uses this simple Spell to augment another Spell that she wishes to last longer.
Feel the Past (Level 2) — The Chosen may experience past events that transpired in her location from a ghost's point of view. The stronger the emotions of the events, the sharper they will appear. While performing this Spell, the Chosen enters a trance and cannot communicate with anyone.
Requirements: Earth
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System: The Chosen spends a point of Aura and rolls Dynamic + Earth (Difficulty 8). Each success adds one sense to the scene. The first is sight, then sound, smell, touch, and finally taste. Duration lasts until the Chosen's concentration is broken.
Slow (Level 3) — The Chosen has the power to make her opponent slow and sluggish.
Requirements: Earth
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System: The Chosen spends a point of Aura and rolls Dynamic + Earth (Difficulty 8). The target takes twice as long to perform any action. Duration lasts one round per success.
Stasis (Level 4) — The Chosen can create a pocket of null time. Inside of the pocket, almost no time passes. This is mostly used for critically wounded people who might not live until help arrives. It is also a good Spell for brief incarceration.
Requirements: Earth
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System: The Chosen spends two points of Aura and rolls Dynamic + Earth (Difficulty 8). Anything inside of the pocket may not be harmed until the duration is over. The stasis field is about man sized and lasts one day per success.
Time's Gate (Level 5) — Using this Spell the Chosen can open a doorway through time. This is rarely done because of the dangers involved. Additionally, this Spell lacks versatility. The gate only opens precisely five years into the past. While the gate is open, time passes on both sides. Remember, the Web of Fate takes a dim view on those who cut too many strands.
Requirements: Earth
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System: The Chosen spends three points of Aura and rolls Dynamic + Earth (Difficulty 8). The gate will stay open for one hour per success, after which it will close and anyone caught on the wrong side will return forcibly to their own time. Once closed, the "present" will realign itself to match the altered past (perhaps with disastrous results).