Elementalist
Magic
The Elementalist can cast spells. At Level 1 they know 3 spells that you can choose from the spell table. Every new Level choose 1 more.
Spell Power (SP)
Represents the power of your spells. Calculated by LvlB + INT.
Spell Saving Throw
When someone has to roll to resist your spell, they must roll at least 8 + SP.
2 AP Magical Ranged Attack
Execute a magical Ranged Attack against a target within a range of 9 sq. This deals 1d6 + SP damage. Now, choose how the magical Ranged Attack should appear and what type of damage it deals. This can only be changed at the next Levelup.
1 AP Manipulate the Elements
Combine the elements together to create more powerful spells. Use your creativity to combine elements and describe how the spell looks like. For example: Shooting a Water Blast, but using fire to heat it to a boiling hot Water Blast.
When casting a spell, you can choose to spend 1 AP to manipulate it. Only one manipulation can be active on a spell. You can also cast these on your already active spells (optional: on a case by case basis, when the GM allows it, you can also manipulate active spells of others or the environment).
The following manipulations are available to you:
- Single-target damage
When targeting a single target you can choose to deal 1d6 damage to it. - Multi-target damage
When using a spell that affects an area, you may choose to deal 1 damage to everyone inside. As long as the spell is active, any creature that ends their turn inside the area takes 1 damage. - Range
The spell has a range of +3 sq, even if its range is only 1 sq. - Saving energy
The spell costs -1 Mana. Down to a minimum of 1 Mana.
2 AP Elemental Infusion
Imbue yourself or an ally in sight with an element of your selection. For 1 min they deal +LvlB damage of the chosen element once per turn when using the Attack action. Elemental Infusion can only be active on one person at a time.
Level 2: Control Elements
At any time, the Elementalist can cast one of the spells from the table below for 1 AP. The target must be within sight and a maximum of 12 sq away.
Level | Fire | Water | Earth | Air |
2 | Enlarge or remove fire by 1 sq in any direction. | Direct or remove water by 1 sq in any direction. | Direct or remove earth by 1 sq in any direction. | Direct air by 1 sq in any direction. |
4 | Create 1sq of fire. | Create 1 sq of water. | Create 1 sq of earth or stone. | |
6 | Give fire properties (brightness, colour, temperature) and shape. | Give water properties (viscosity, colour, temperature) and shape. | Shape basic materials (earth, stone, wood, etc.) | Telekinesis 2: Transport up to 5kg (11 lb) carefully up to 12 sq per AP. |
8 |
Enlarge or remove fire by 2 sq in any direction. Increase heat of fire to increase damage by 1d6. |
Direct or remove water by 2 sq in any direction. Freeze up to 1 sq of water. |
Direct or remove earth or stone by 2 sq in any direction. Change 1 sq of basic material into another. |
Transport spoken messages through the wind. Call forth strong winds. |
10 | Air Jump. Jump once while in air. | |||
12 | Order fire flow. Order a body of up to 25 sq fire to move in a certain direction. |
Walk on water. Order water flow. Order a body of up to 25 sq water to move in a certain direction. |
Change liquid in other liquid. |
Telekinesis 3: Transport up to 15 kg (33 lb) carefully up to 18 sq per AP. Gas bending (move, remove, expand) |
14 | Melt 1 sq of a metal slowly (1min). |
Evaporate up to 4 sq of water or water-based liquid. Glove guard (make a film around your skin to protect you from liquids). |
Storm. Change air composition (pressure, oxygen) Create an air bubble that lets a touched creature breath fresh air for up to 1 hour. |
|
16 | Melt 1 sq of stone slowly (1min). | Freeze up to 4 sq of any liquid if below 50ºC (122ºF). | Change 1 sq of material . | Fly a willing creature for up to 6 sq. |
18 | Talk to Fire Spirit (you can give it orders or get information). | Talk to Water Spirit (you can give it orders or get information). | Talk to Earth Spirit (you can give it orders or get information). | Talk to Wind Spirit (you can give it orders or get information). |
20 | Control Magma. | Turn self fully into water. | Change Material of your skin. | Fly |
Level 5: Subclass
Choose a Subclass. Subclasses are specializations for your class that give you extra skills at the levels 5, 10, 15, 20. For the Elementalist you can choose between the following: