Character Level – the level of the Elementalist
Character Level | Elements Known | Elemental Abilities (1st/2nd/3rd/4th/5th) | Total Elemental Resistance | Special |
1st-2nd | 1 | 1/0/0/0/0 | 0 | Elemental Control |
3rd-4th | 1 | 2/0/0/0/0 | 5 | Favored Element +1 |
5th-6th | 2 | 3/1/0/0/0 | 5 | Combined Elemental Ability |
7th-8th | 2 | 4/1/0/0/0 | 10 | 2nd Favored Element +1 |
9th-10th | 3 | 5/2/1/0/0 | 10 | Combined Elemental Ability |
11th-12th | 3 | 6/2/1/0/0 | 15 | Favored Element +2 |
13th-14th | 4 | 7/3/2/1/0 | 15 | Combined Elemental Ability |
15th-16th | 4 | 8/3/2/1/0 | 20 | 2nd Favored Element +2 |
17th-18th | 5 | 9/4/3/2/1 | 20 | Combined Elemental Ability |
19th-20th | 5 | 10/4/3/2/1 | 25 | Favored Element +3 |
Elements Known: An elementalist begins play specialized in one element of choice, chosen from Air, Earth, Electromagnetism, Fire, or Water. As they grow in power, they learn to master additional elements, choosing additional elements at levels 5, 9, 13, and 17.
Elemental Control: An elementalist’s control over their element of choice allows them to change the damage dealt by spells. Whenever an elementalist casts a spell or incantation, they may instead choose to do damage of a type of element that they know. In order to utilize Elemental Mastery, the elementalist must have at least 5kg of their element on-hand (or 5 cubic feet in the case of Air elementalists, or 5 kg of combustibles for Fire elementalists, or 5 kg of power cells in the case of Electromagnetism elementalists). While this does leave Air elementalists with a notable advantage, consider the fact that Air elementalists cannot use this ability in areas without an atmosphere. This ability cannot be used with spells that already do a specific kind of energy (such as Combustion), but it can be used with Strike Boost. Using this with an incantation means you must know that incantation with this damage type (example: an air elementalist cannot use this with a Fireball incantation). Each damage type has an additional special effect.
- Air – Slashing damage, which manifests as sharp blades of air. Choosing to do slashing damage causes an amount of bleed damage equal to 1/5th your character level. This bleed damage lasts until a Treat Injury check result of at least 15 is made on the target – either as a standard action or an action made to heal injuries on the target, or until the target is healed via the Vital Transfer spell or the Accelerated Healing nanospell. Non-living targets cannot suffer from bleed damage. ‘Air’ is a subjective term, and is in reality control over matter in gaseous forms.
- Earth – Bludgeoning damage, which manifests as moving solid matter or flying debris. Choosing to do bludgeoning damage causes the target to move 1 step down the condition track for 1 round. If you can cast more then 1 spell per round, this cannot stack with itself, nor can it knock a creature unconscious – a target that would have been knocked unconscious by this suffers no further penalty beyond the damage. ‘Earth’ is a subjective term, and is in reality control over matter in solid form.
- Electromagnetism – Electricity damage, which manifests as lightning and otherwise arcing electricity. Electricity damage dealt by the elementalist counts as Ion damage.
- Fire – Fire damage, which manifests as flames. Choosing to do fire damage in this fashion sets things on fire, using the standard rules for that.
- Water – Cold or piercing damage, manifests as cold water or shards of ice. Creatures that take cold or piercing damage in this fashion suffer a loss of 1 square of movement from their natural movement methods until the end of their next round (but not from a movement method dependent on technology, such as a jet pack). The creature can ignore this penalty by making a DC 15 Strength check as a free action on its turn. This penalty does not stack with itself. ‘Water’ is a subjective term, and is in reality control over matter in liquid forms.
Elemental Abilities: An elementalist learns a number of abilities they can use as they gain in power. At level 1, they gain one ability from their first element known, and learn an additional ability for this element every 2 levels thereafter. At level 5, they learn an ability for their second element known, and learn an additional ability for this element every 4 levels thereafter. At level 9, they learn an ability for their third element known, and learn an additional ability for this element every 4 levels thereafter. At level 13, they learn an ability for their fourth element known, and learn an additional ability for this element every 4 levels thereafter. At level 17, they learn an ability for their fifth element known, and learn an additional ability for this element every 4 levels thereafter.
Elemental abilities can be found on here: Air, Earth, Electromagnetism, Fire, Water.
Favored Element: The elementalist’s initial choice of element is their favored element. Starting at level 3, an elementalist does +1 damage per damage die when using this element. This bonus increases to +2 at level 11, and by an additional +1 every 8 subsequent levels.
At level 7, an elementalist chooses a 2nd element as a favored element, and does +1 damage per damage die when using this element. This bonus increases to +2 at level 15, and by an additional +1 every 8 subsequent levels.
Total Elemental Resistance: An elementalist learns to protect themselves from elemental damage, gaining an increasing amount of resistance they can distribute as they see fit among Cold, Electricity, and Fire resistance. This resistance must be distributed in increments of 5, and can be re-distributed by meditating for 10 minutes. This resistance stacks with any other source of resistance.
Combined Element Abilities: An elementalist who has learned more then one element learns how to combine these elements. At level 5 and every 4 levels thereafter, an elementalist learns an Elemental Ability from the Elemental Abilities – Combined list. To learn this ability, he must meet the element prerequisites listed for each ability.