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.

Telekinesis 1:
Move objects of up to 1 kg (2lb) 2 sq per AP

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:


Level 7: Reaktion