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Elementalist

Air for movement. Earth for permanence. Fire for destruction. Water for change. Green for growth. Rot for death. Void for the unknown. Years of study and practice and poring over tomes brought you the revelations that allow you to manipulate these building blocks of reality. Now you use your mastery of the seven elements to destroy, create, and warp the world with magic.

As an elementalist, you can unleash your wrath across a field of foes, put an enemy exactly where you want them, debilitate foes with harmful effects, ward yourself and allies against danger, manipulate terrain, warp space, and more. Your choice of elemental specialization determines which of these things you do best.

Basics

  • Starting Characteristics: You start with a Reason of 2 and an Intuition of 2, and can choose one of the following arrays for your other characteristics scores:
  • 2, −1, −1
  • 1, 1, −1
  • 1, 0, 0
  • Starting Stamina at 1st Level: 15
  • Stamina Gained at 2nd and Higher Levels: 6
  • Recoveries: 8
  • Skills: You gain Magic and can choose any three skills from the crafting or lore skill groups.

Elementalist Advancement

Level Features
1st Elemental Specialization, Essence, Hurl Element, Persistent Magic, Practical Magic, Specialization Feature, Specialization Triggered Action, Elementalist Abilities Signature, 1, 3, 5
2nd Specialization Feature, New 5-Essence Ability Signature, 1, 3, 5, 5
3rd Specialization Feature, 7-Essence Ability Signature, 1, 3, 5, 5, 7

1st-level Features

As an elementalist, you gain the following features.

Elemental Specialization

Through your studies, you know and can manipulate the seven primal elements of the timescape:

  • Air is the element of movement. Air abilities allow you to manipulate speed, quickness, flight, and breath.
  • Earth is the element of permanence. Earth abilities create and shape physical terrain in a permanent way, and bolster the strength and hardiness of allies.
  • Fire is the element of destruction. Fire abilities harm enemies and objects.
  • Green is the element of creation and growth. Green abilities make and manipulate plants, fungi, and other forms of life to hamper foes and nourish your allies.
  • Rot is the element of death. Rot abilities decay and debuff enemies.
  • Void is the element of the unknown. Void abilities warp space and reality, allowing you to teleport, create illusions, and make things incorporeal.
  • Water is the element of change. Water abilities enhance what your allies can do, and alter the abilities of your enemies for the worse.

Heroic abilities that include your specialization's keyword have their initial essence cost reduced by 1 (to a minimum of 1). This reduced cost doesn't apply to abilities you gain because of your specialization, such as Manipulate Earth or Void Sight.

Choose one of the following elements to be your specialty: earth, fire, green, or void. (Other elemental specializations will be featured in future products.) Your choice of specialization determines many of the features you'll gain from this class.

Essence

You channel the substance of creation in the form of a Heroic Resource called essence. In times of great stress, you can focus your control on this substance, gathering and burning it to cast and maintain spells.

Outside of combat and other dangerous situations tracked in turns and rounds, you have essence equal to your Victories. If you lose some or all of this essence outside of combat, it takes you 1 minute to regain it. You can also dedicate that essence to maintaining persistent abilities (see Persistent Magic below).

When combat begins, you keep any essence you had outside of combat. At the start of each of your turns during combat, you gain 2 essence. When combat ends, you once more have essence equal to your Victories.

Hurl Element

You gain the following ability, which can be used as a ranged free strike:

Hurl Element

You hurl a ball of elemental energy at a nearby foe.

Keywords: Magic, Earth, Persistent, Ranged Type: Maneuver
Distance: Ranged 5 Target: Special

Power Roll + Reason:

  • 11 or lower: 2 damage (type varies)
  • 12–16: 6 damage (type varies)
  • 17+: 9 damage (type varies)

Effect: When you make this attack, choose the damage type from one of the following options: acid, cold, corruption, fire, lightning, poison, or sonic.

Persistent Magic

Some of your heroic abilities have the Persistent keyword. Whenever you use a persistent ability, you decide whether you want to maintain it. If you maintain a persistent ability in combat, you reduce the amount of essence you earn at the start of your turn by an amount equal to the ability's persistent value, which enables the ability's persistent effect. All your active persistent abilities end when combat ends.

You can maintain a persistent ability outside of combat as long as you have Victories equal to or greater than its persistent value. If you maintain a persistent ability outside of combat, the maximum essence you can use on other abilities is reduced by the ability's persistent value. For instance, if you have 4 Victories and maintain the Stone Ward ability (a persistent ability with a cost of 1 essence), you can only use abilities costing 3 essence or less outside of combat.

You can't maintain any abilities that would make you earn a negative amount of essence at the start of your turn or have a negative amount of essence outside of combat. You can stop maintaining an ability at any time (no action required).

If you maintain the same ability on several targets and the effect includes a power roll, you make that roll once and apply the same effect to all targets. A creature can't be affected by multiple instances of a persistent ability.

Whenever you take damage while you have an active persistent ability, you must make the following power roll.

Power Roll + Reason:

  • 11 or lower: You lose all active persistent abilities.
  • 12–16: If you have only one persistent ability active, it remains active. Otherwise, you lose one active persistent ability of your choice.
  • 17+: All your active persistent abilities remain active.

Practical Magic

You have the following ability:

Practical Magic

Your mastery of elemental power lets you customize your magic.

Effect: Choose one of the following effects:

  • You use the Knockback maneuver, but you make a Reason test instead of a Might test. For this use of the maneuver, you can target a creature at a distance equal to the distance of your Hurl Element ability.
  • You choose a creature within the distance of your Hurl Element ability and deal damage to that creature equal to your Reason score. The damage type can be acid, cold, corruption, fire, lightning, poison, or sonic.
  • You teleport a number of squares equal to your Reason score.

1st-level Specialization Feature

Your elementalist specialization grants you a feature, as shown on the 1st-Level Elementalist Specialization Features table.

1st-level Elementalist Specialization Features

Specialization Feature
Earth Manipulate Earth
Fire Melt
Green Speech of the Wild
Void Void Sense

Manipulate Earth

You gain the following ability:

Manipulate Earth (2 Essence)

The earth rises, falls, or opens at your command.

Effect: You touch a square containing mundane dirt, stone, or metal and create a 5 wall of the same material, which rises up out of the ground and must include the square you touched.

Alternative Effect: You touch a structure of mundane dirt, stone, or metal that takes up at least 2 squares. You can open a 1-square opening in the structure where you touched it.

Alternative Effect: You touch a doorway or other opening in a mundane dirt, stone, or metal surface that is no larger than 1 square. The opening is sealed by the same material that makes up the surface.

Spend No Essence: You can use this ability without spending essence. If you do, you must spend 1 uninterrupted minute using the ability while within reach of the target before its effect occurs.

Melt

You gain the following ability:

Melt (2 Essence)

With the merest touch, you cause an object to turn into slag or ash.

Effect: You heat the target and cause it to combust and melt. If the object is larger than 1 square, then only the square of the object that you touch is destroyed.

Spend No Essence: You can use this ability without spending essence. If you do, you must spend 1 uninterrupted minute using the ability while touching the target before its effect occurs.

Speech Of The Wild

You can speak with and understand Animals, Plant Creatures, and Monstrosities, even if they don't share a language with you. Your ability to communicate with such creatures doesn't make them inherently more intelligent or less hostile toward you.

Additionally, when you touch a living plant object, you can communicate with it telepathically. You can use words to communicate with the plant, but it communicates with you only by transmitting feelings and sensations that can't be overly specific.

Void Sense

You instantly recognize illusions for what they are, you can see invisible creatures, and supernatural effects can't conceal creatures and objects from you. You always know if an area or object you observe is magical or affected by magic, and the specifics of what that magic can do.

You also gain the following ability:

Shared Void Sense (1+ Essence)

You share your special senses with others.

Effect: For each essence you spend, you can target 1 creature. That creature gains the benefit of your Void Sense feature until the end of your next turn, but doesn't gain the use of Shared Void Sense.

Specialization Triggered Action

Your specialization grants you a triggered action, as shown on the Elementalist Triggered Actions table.

Elementalist Triggered Actions
Specialization Triggered Action
Earth Earthen Force
Fire Explosive Assistance
Green Mend the Soul
Void Void Embrace

Earthen Force

You imbue an attack with the strength of stone.

  • Trigger: The target makes a melee attack.

Effect: The attack deals extra damage equal to 3 times your Reason score.

Spend 1 Essence: The attack deals extra damage equal to 4 times your Reason score instead and pushes the target a number of squares equal to your Reason score.

Explosive Assistance

You add a little magic to an ally's aggression at just the right time.

  • Trigger: The target force moves a creature or object.

Effect: The distance of the forced movement is increased by a number of squares equal to your Reason score.

Spend 1 Essence: The distance of the forced movement is increased by a number of squares equal to twice your Reason score instead.

Mend The Soul

The power you channel grants the ability to get back in the fight.

  • Trigger: The target starts their turn.

Effect: The target can spend a Recovery.

Void Embrace

You call on the void to swallow and spit out an ally.

  • Trigger: The target starts their turn or moves.

Effect: At any point during the move, you teleport the target a number of squares equal to your Reason.

Spend 1 Essence: You teleport the target a number of squares equal to twice your Reason score instead.

Elementalist Abilities

Your mastery of elemental magic grants you unique magical abilities that let you damage, move, and debuff your enemies, empower your allies, and alter the terrain around you.

Signature Ability

Select one signature ability from the options below. Signature abilities can be used at will.

Debris

A sudden storm of detritus assaults your foes and leaves them struggling to move.

Power Roll + Reason:

  • 11 or lower: 2 damage
  • 12–16: 3 damage
  • 17+: 4 damage

Effect: The ground beneath the area becomes difficult terrain for your enemies.

Fire Lance

A jet of fire erupts with elemental fury where it strikes.

Power Roll + Reason:

  • 11 or lower: 2 fire damage; push 2
  • 12–16: 6 fire damage; push 3
  • 17+: 9 fire damage; push 5
Growing Pains

Whipping vines erupt from a foe's body to grasp at another close by.

Power Roll + Reason:

  • 11 or lower: 2 damage
  • 12–16: 6 damage
  • 17+: 9 damage

Effect: A creature within 5 squares of the target is pulled 2 squares toward the target.

Void Ray

A beam of energy corrupts and hinders whatever it touches.

Power Roll + Reason:

  • 11 or lower: 2 corruption damage
  • 12–16: 6 corruption damage; slowed (EoT)
  • 17+: 9 corruption damage; slowed (EoT)

Heroic Abilities

You channel a range of heroic abilities, all of them fueled by your essence

3-essence Abilities

Choose one heroic ability from the following options, each of which costs 3 essence to use.

Burn! (3 Essence)

Fire engulfs a target of your choice and burns at your command.

Power Roll + Reason:

  • 11 or lower: 6 fire damage
  • 12–16: 8 fire damage
  • 17+: 13 fire damage

Persistent 1: If the target is within distance at the start of your turn, make a power roll for this ability again.

Invigorating Growth (3 Essence)

Mushrooms erupt from a foe, sapping their vitality to spread strengthening spores.

Power Roll + Reason:

  • 11 or lower: 6 poison damage
  • 12–16: 9 poison damage
  • 17+: 14 poison damage

Effect: The mushrooms can be removed by the target or by an adjacent creature as an action. While the mushrooms are on the target, each of your allies adjacent to the target gains an edge on attacks against them.

Punch The Earth (3 Essence)

You slam the ground, which buckles out from you in every direction.

Power Roll + Reason:

  • 11 or lower: 4 damage
  • 12–16: 5 damage
  • 17+: 8 damage; prone

Effect: You must be touching the ground or floor to use this ability. The surface beneath the area becomes difficult terrain for your enemies.

Stare Into The Abyss (3 Essence)

You open a rift into the void to harry your enemies.

Power Roll + Reason:

  • 11 or lower: 3 psychic damage
  • 12–16: 4 psychic damage
  • 17+: 6 psychic damage

Persistent 1: At the start of your turn, you can use this ability again as a maneuver without spending essence.

5-essence Abilities

Choose one heroic ability from the following options, each of which costs 5 essence to use.

Conflagration (5 Essence)

A storm of fire descends upon your enemies.

Power Roll + Reason:

  • 11 or lower: 5 fire damage
  • 12–16: 7 fire damage
  • 17+: 10 fire damage

Persistent 2: At the start of your turn, you can use this ability again as a maneuver without spending essence.

Incorporealness (5 Essence)

The material substance of a creature shreds away at your command.

Effect: Until the start of your next turn, the target has damage immunity 5 and can move through 1 square of solid matter once per turn. If the target ends their turn inside solid matter, they are shunted out into the space where they entered it and this effect ends.

Persistent 1: The effect lasts until the start of your next turn.

Nourishing Rain (5 Essence)

You call down a rain that burns your enemies and restores your allies.

Power Roll + Reason:

  • 11 or lower: 3 acid damage
  • 12–16: 5 acid damage
  • 17+: 7 acid damage

Effect: You and each ally in the area suffering any effect that has a duration of EoT or is ended by a resistance roll have all such effects end.

Open The Earth (5 Essence)

The surface of the world around you opens up at your command.

Effect: You open four holes with 1-square openings that are 6 squares deep, and which can be placed on any mundane surface within distance. You can place these holes next to each other to create fewer holes with wider openings. For each creature standing above a hole when it opens and small enough to fall in, make a power roll.

Power Roll + Reason:

  • 11 or lower: The target can shift up to 1 square from the edge of the hole to the nearest unoccupied space of their choice.
  • 12–16: The target falls into the hole.
  • 17+: The target falls into the hole and can't reduce the height of the fall.

Persistent 1: At the start of your turn, you open another hole.