1st-Level Features¶
As a 1st-level 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 bolster your body and grant the power to permanently create and shape physical terrain.
- Fire is the element of destruction. Fire abilities devastate enemies and melt objects to slag.
- 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 decay. Rot abilities harm and debuff enemies.
- Void is the element of the mystery. 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 your allies' power, and alter your enemies' power for the worse.
You choose an elemental specialization from the following options: earth, fire, green, or void. Your elemental specialization is your subclass, and your choice of specialization determines many of the features you'll gain as you gain new levels, including one of the following benefits. (Other elemental specializations will be featured in future products.) (Quick Build: Fire.)
Elementalist Advancement Table¶
Level | Features | Abilities |
---|---|---|
1st | Elemental Specialization, Essence, Hurl Element, Persistent Magic, Practical Magic, Specialization Feature, Specialization Triggered Action, Enchantment, Elementalist Ward, Elementalist Abilities | Two signature, 3, 5 |
2nd | Perk, Specialization Feature, New 5-Essence Ability | Two signature, 3, 5, 5 |
3rd | Specialization Feature, 7-Essence Ability | Two signature, 3, 5, 5, 7 |
4th | Characteristic Increase, Font of Essence, Mantle of Essence, Perk, Skill Increase | Two signature, 3, 5, 5, 7 |
5th | Specialization Feature, 9-Essence Ability | Two signature, 3, 5, 5, 7, 9 |
6th | Perk, Wyrding, New 9-Essence Ability | Two signature, 3, 5, 5, 7, 9, 9 |
7th | Characteristic Increase, Mantle of Quintessence, Surging Essence, Skill Increase | Two signature, 3, 5, 5, 7, 9, 9 |
8th | Perk, Specialization Feature, 11-Essence Ability | Two signature, 3, 5, 5, 7, 9, 9, 11 |
9th | Grand Wyrding, New 11-Essence Ability | Two signature, 3, 5, 5, 7, 9, 9, 11 |
10th | Characteristic Increase, Breath, Essential Being, One, Perk, Skill Increase | Two signature, 3, 5, 5, 7, 9, 9, 11 |
Earth: Acolyte of Earth¶
You harness the flow of earth magic to become harder to move. Whenever you use an ability that has the Earth and Magic keywords, your stability increases by 1 until the start of your next turn. This benefit is cumulative.
Fire: Acolyte of Fire¶
You become an expert at wielding destructive flames. Your abilities that have the Fire and Magic keywords gain a +1 bonus to rolled damage. Your Hurl Element ability (see below) also gains this bonus when you use it to deal fire damage.
Green: Acolyte of the Green¶
You harness the residual magic from your green spells to bolster yourself and your allies. Whenever you deal damage to one or more creatures using an ability that has the Green and Magic keywords and that costs essence to use (see below), you or one creature within 10 squares of you gains temporary Stamina equal to your Reason score.
Void: Acolyte of the Mystery¶
You use your immersion in the mystery of void magic to expand the reach of that magic better than other mages. The distance of all your abilities that have the Magic, Ranged, and Void keywords increases by 2 squares.
Essence¶
You channel the substance of creation in the form of a Heroic Resource called essence, gathering and burning it to cast and maintain spells.
Essence in Combat¶
At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain essence equal to your Victories. At the start of each of your turns during combat, you gain 2 essence.
Additionally, the first time each combat round that you or a creature within 10 squares takes damage that isn't untyped or holy damage, you gain 1 essence.
You lose any remaining essence at the end of the encounter.
Essence Outside of Combat¶
Though you can't gain essence outside of combat, you can use your heroic abilities and effects that cost essence without spending it. Whenever you use an ability or effect outside of combat that costs essence, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.
When you use a persistent ability outside of combat (see Persistent Magic below), you can maintain it for a number of rounds equal to your Victories.
When you use an ability outside of combat that lets you spend unlimited essence on its effect, you can use it as if you had spent an amount of essence equal to your Victories.
Hurl Element¶
You have the following ability, which can be used as a ranged free strike.
Hurl Element¶
You cast a ball of elemental energy at a foe.
Magic, Ranged, Strike | Main action |
---|---|
📏 Ranged 10 | 🎯 One creature or object |
Power Roll + Reason:
- ≤11: 2 + R damage
- 12-16: 4 + R damage
- 17+: 6 + R damage
Effect: When you make this strike, 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 a persistent effect entry. For example, the Instantaneous Excavation ability has an effect noted as "Persistent 1." Whenever you use a persistent ability, you decide whether you want to maintain it, and start doing so immediately after you first use the ability. 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 at the end of the encounter.
You can't maintain any abilities that would make you earn a negative amount of essence at the start of your turn. 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.
If you take damage equal to or greater than 5 times your Reason score in one turn, you stop maintaining any persistent abilities. For instance, if you have a Reason score of 2 and are maintaining Instantaneous Excavation, taking 10 or more damage in one turn causes you to stop maintaining the ability.
Practical Magic¶
You have the following ability.
Practical Magic¶
Your mastery of elemental power lets you customize your conjurations.
Magic | Maneuver |
---|---|
📏 Self; see below | 🎯 Self |
Effect: Choose one of the following effects:
- You use the Knockback maneuver (see Chapter 10: Combat), but its distance becomes the range of your Hurl Element ability, and you use Reason instead of Might for the power roll.
- You choose a creature within the distance of your Hurl Element ability and one of the following damage types: acid, cold, corruption, fire, lightning, poison, or sonic. That creature takes damage of the chosen type equal to your Reason score.
- You teleport up to a number of squares equal to your Reason score. If you choose this option, you can spend essence to teleport 1 additional square for each essence spent.
1st-Level Specialization Feature¶
Your elemental specialization grants you a feature, as shown on the 1st-Level Elemental Specialization Features table.
1st-Level Elemental Specialization Features Table¶
Specialization | Feature |
---|---|
Earth | Motivate Earth |
Fire | Return to Formlessness |
Green | It Is the Soul Which Hears |
Void | A Beyonding of Vision |
A Beyonding of Vision¶
You instantly recognize illusions for what they are, you can see invisible creatures, and supernatural effects can't conceal creatures and objects from you. Additionally, you always know if an area or object you observe is magical or affected by magic, and you know the specifics of what that magic can do.
You also gain the following ability.
Shared Void Sense¶
You grant allies a taste of your unearthly vision.
Magic, Ranged, Void | Maneuver |
---|---|
📏 Ranged 10 | 🎯 Special |
Effect: For each Victory you have, you can target one creature. Each target gains the benefit of your A Beyonding of Vision feature until the end of your next turn, but doesn't gain the use of the Shared Void Sense ability.
It Is the Soul Which Hears¶
You can speak with and understand animals, beasts, and plant creatures, even if they don't share a language with you. Your ability to communicate with these creatures doesn't make them inherently more intelligent, but you can use Reason instead of Presence while making tests to influence them.
Additionally, you can touch a living plant that is not a plant creature to 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.
Motivate Earth¶
You have the following ability.
Motivate Earth¶
The earth rises, falls, or opens up at your command.
Earth, Magic, Melee | Main action |
---|---|
📏 Melee 1 | 🎯 Special |
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.
Alternatively, you touch a structure made of mundane dirt, stone, or metal that occupies 2 or more squares. You can open a 1-square opening in the structure where you touched it. You can instead touch an existing doorway or other opening that is 1 square or smaller in a mundane dirt, stone, or metal surface. The opening is sealed by the same material that makes up the surface.
Return to Formlessness¶
You have the following ability.
Return to Formlessness¶
With the merest touch, you cause an object to turn to slag or ash.
Fire, Magic, Melee | Main action |
---|---|
📏 Melee 1 | 🎯 One mundane object |
Effect: You heat the target and cause it to melt or combust, destroying it. If the object is larger than 1 square, then only the square of the object you touch is destroyed.
Specialization Triggered Action¶
Your elemental specialization grants you a triggered action, as shown on the Specialization Triggered Actions table.
Elemental Specialization Triggered Actions Table¶
Specialization | Triggered Action |
---|---|
Earth | Skin Like Castle Walls |
Fire | Explosive Assistance |
Green | Breath of Dawn Remembered |
Void | Subtle Relocation |
Breath of Dawn Remembered¶
The power you channel grants the ability to get back in the fight.
Green, Magic, Ranged | Triggered |
---|---|
📏 Ranged 10 | 🎯 Self or one ally |
Trigger: The target starts their turn or takes damage.
Effect: The target can spend a Recovery.
Spend 1+ Essence: The target can spend an additional Recovery for each essence spent.
Explosive Assistance¶
You add a little magic to an ally's aggression at just the right time.
Fire, Magic, Ranged | Triggered |
---|---|
📏 Ranged 10 | 🎯 Self or one ally |
Trigger: The target force moves a creature or object.
Effect: The forced movement distance gains a bonus equal to your Reason score.
Spend 1 Essence: The forced movement distance gains a bonus equal to twice your Reason score instead.
Skin Like Castle Walls¶
You cover yourself or an ally in protective stone.
Earth, Magic, Ranged | Triggered |
---|---|
📏 Ranged 10 | 🎯 Self or one ally |
Trigger: The target takes damage.
Effect: The target takes half the damage.
Spend 1 Essence: If the damage has any potency effects associated with it, the potency is reduced by 1 for the target.
Subtle Relocation¶
You call on the void to swallow and spit out an ally.
Magic, Ranged, Void | Triggered |
---|---|
📏 Ranged 10 | 🎯 Self or one ally |
Trigger: The target starts their turn, moves, or is force moved.
Effect: You teleport the target up to a number of squares equal to your Reason score. If the target moves to trigger this ability, you can teleport them at any point during the move.
Spend 1 Essence: You teleport the target up to a number of squares equal to twice your Reason score instead.
Enchantment¶
You weave an elemental enchantment into your body that enhances your statistics. Choose one of the following enchantments. You can change your enchantment and ward (see Elementalist Ward below) by performing a complex ritual as a respite activity. (Quick Build: Enchantment of Destruction.)
Enchantment of Battle¶
You can wear light armor and wield light weapons effectively, even though you don't have a kit. While you wear light armor, you gain a +3 bonus to Stamina, and that bonus increases by 3 at 4th, 7th, and 10th levels. While you wield a light weapon, you gain a +1 damage bonus with weapon abilities, including free strikes. You can use light armor treasures and light weapon treasures.
If you have a kit, you can't take this enchantment.
Enchantment of Celerity¶
You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.
Enchantment of Destruction¶
You gain a +1 bonus to rolled damage with magic abilities.
Enchantment of Distance¶
You have a +2 bonus to the distance of your ranged magic abilities.
Enchantment of Permanence¶
You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus to stability.
Elementalist Ward¶
You create an invisible elemental ward that protects you. Choose one of the following wards. You can change your ward and enchantment (see above) by performing a complex ritual as a respite activity. (Quick Build: Ward of Surprising Reactivity.)
Ward of Delightful Consequences¶
A protective field of void magic absorbs violence aimed at you, then lets you hurl it back at your enemies. The first time each round that you take damage, you gain 1 surge.
Ward of Excellent Protection¶
You weave a shield of all the elements around yourself, channeling their full protective power. You have immunity to acid, cold, corruption, fire, lightning, poison, or sonic damage equal to your Reason score.
Ward of Nature's Affection¶
The green energy writhing within your body allows you to produce powerful vines when you're in danger. Whenever a creature within a number of squares equal to your Reason score deals damage to you, you can use a free triggered action to slide that creature up to a number of squares equal to your Reason score.
Ward of Surprising Reactivity¶
You use the magic of fire to create a ward of explosive energy. Whenever an adjacent creature deals damage to you, you can use a free triggered action to push that creature up to a number of squares equal to twice your Reason score.
Elementalist Abilities¶
Your understanding of elemental magic grants you unique abilities, letting you damage, move, and debuff your enemies, empower your allies, and alter the terrain around you. You can select abilities from any elemental specialization to broaden your potential, or you can focus on abilities tied to your chosen specialization to establish your mastery of elemental power.
Signature Abilities¶
Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Bifurcated Incineration, Viscous Fire.)
Afflict a Bountiful Decay¶
Your curse causes your foe's flesh to rot off as spores that aid your allies.
Green, Magic, Ranged, Rot, Strike | Main action |
---|---|
📏 Ranged 10 | 🎯 One creature |
Power Roll + Reason:
- ≤11: 2 + R corruption damage
- 12-16: 4 + R corruption damage
- 17+: 6 + R corruption damage
Effect: Choose yourself or one ally within distance. That character can end one effect on them that is ended by a saving throw or that ends at the end of their turn.
Bifurcated Incineration¶
Two jets of flame lance out at your command.
Fire, Magic, Ranged, Strike | Main action |
---|---|
📏 Ranged 10 | 🎯 Two creatures or objects |
Power Roll + Reason:
- ≤11: 2 fire damage
- 12-16: 4 fire damage
- 17+: 6 fire damage
Grasp of Beyond¶
You absorb the life energy of another creature and use it to teleport.
Magic, Melee, Strike, Void | Main action |
---|---|
📏 Melee 1 | 🎯 One creature |
Power Roll + Reason:
- ≤11: 3 + R corruption damage
- 12-16: 6 + R corruption damage
- 17+: 9 + R corruption damage
Effect: You can teleport up to a number of squares equal to your Reason score.
The Green Within, the Green Without¶
Whipping vines erupt from a foe's body to grasp at another close by.
Green, Magic, Ranged, Strike | Main action |
---|---|
📏 Ranged 10 | 🎯 One creature |
Power Roll + Reason:
- ≤11: 2 + R damage
- 12-16: 5 + R damage
- 17+: 7 + R damage
Effect: You slide one creature within 10 squares of the target up to 2 squares.
Meteoric Introduction¶
You give your enemy a gentle tap-like an asteroid impact.
Earth, Magic, Melee, Strike | Main action |
---|---|
📏 Melee 1 | 🎯 One creature or object |
Power Roll + Reason:
- ≤11: 3 + R damage; push 2
- 12-16: 5 + R damage; push 3
- 17+: 8 + R damage; push 4
Ray of Agonizing Self-Reflection¶
You inflict pain and doubt in equal measure.
Magic, Ranged, Strike, Void | Main action |
---|---|
📏 Ranged 10 | 🎯 One creature or object |
Power Roll + Reason:
- ≤11: 2 + R corruption damage; R < WEAK, slowed (save ends)
- 12-16: 4 + R corruption damage; R < AVERAGE, slowed (save ends)
- 17+: 6 + R corruption damage; R < STRONG, slowed (save ends)
Unquiet Ground¶
A sudden storm of detritus assaults your foes and leaves them struggling to move.
Area, Earth, Magic, Ranged | Main action |
---|---|
📏 2 cube within 10 | 🎯 Each enemy in the area |
Power Roll + Reason:
- ≤11: 2 damage
- 12-16: 5 damage
- 17+: 7 damage
Effect: The ground beneath the area is difficult terrain for enemies.
Viscous Fire¶
A jet of heavy fire erupts where you strike.
Fire, Magic, Ranged, Strike | Main action |
---|---|
📏 Ranged 10 | 🎯 One creature or object |
Power Roll + Reason:
- ≤11: 2 + R fire damage; push 2
- 12-16: 5 + R fire damage; push 3
- 17+: 7 + R fire damage; push 4
Heroic Abilities¶
You channel a variety of heroic abilities, all of them fueled by your essence.
3-Essence Ability¶
Choose one heroic ability from the following options, each of which costs 3 essence to use. (Quick Build: The Flesh, a Crucible.)
Behold the Mystery (3 Essence)¶
You open a rift into the void to harry your foes.
Area, Magic, Ranged, Void | Main action |
---|---|
📏 3 cube within 10 | 🎯 Each enemy in the area |
Power Roll + Reason:
- ≤11: 2 psychic damage
- 12-16: 4 psychic damage
- 17+: 6 psychic damage
Persistent 1: At the start of your turn, you can use a maneuver to use this ability again without spending essence.
The Flesh, a Crucible (3 Essence)¶
Fire engulfs your target and continues to churn.
Fire, Magic, Ranged, Strike | Main action |
---|---|
📏 Ranged 10 | 🎯 One creature or object |
Power Roll + Reason:
- ≤11: 5 + R fire damage
- 12-16: 8 + R fire damage
- 17+: 11 + R fire damage
Persistent 1: If the target is within distance at the start of your turn, you can make the power roll again without spending essence (no action required).
Invigorating Growth (3 Essence)¶
Mushrooms erupt from a foe, sapping their vitality to spread strengthening spores.
Green, Magic, Ranged, Strike | Main action |
---|---|
📏 Ranged 10 | 🎯 One creature |
Power Roll + Reason:
- ≤11: 4 + R poison damage
- 12-16: 7 + R poison damage
- 17+: 11 + R poison damage
Effect: Mushrooms cover the target's body. While the mushrooms are on the target, you and any ally adjacent to the target gain 1 surge whenever the target takes damage. The mushrooms can be removed by the target or an adjacent creature as a main action.
Ripples in the Earth (3 Essence)¶
Like a stone was dropped into a pond, waves in the earth radiate from you.
Area, Earth, Magic | Main action |
---|---|
📏 2 burst | 🎯 Each enemy in the area |
Power Roll + Reason:
- ≤11: 3 damage
- 12-16: 5 damage
- 17+: 8 damage; M < STRONG, prone
Effect: You must be touching the ground to use this ability. Additionally, you can choose a square of ground in the area that is unoccupied or is occupied by you or any ally. A pillar of earth rises out of the ground in that square, with a height in squares up to your Reason score. The pillar can't collide with any creatures or objects, nor can it force creatures raised by it to collide with other creatures or objects.
5-Essence Ability¶
Choose one heroic ability from the following options, each of which costs 5 essence to use. (Quick Build: Conflagration.)
Conflagration (5 Essence)¶
A storm of fire descends upon your enemies.
Area, Fire, Magic, Ranged | Main action |
---|---|
📏 3 cube within 10 | 🎯 Each enemy in the area |
Power Roll + Reason:
- ≤11: 4 fire damage
- 12-16: 6 fire damage
- 17+: 10 fire damage
Persistent 2: At the start of your turn, you can use a maneuver to use this ability again without spending essence.
Instantaneous Excavation (5 Essence)¶
The surface of the world around you opens up to swallow foes.
Earth, Magic, Ranged | Maneuver |
---|---|
📏 Ranged 10 | 🎯 Special |
Effect: You open up two holes with 1-square openings that are 4 squares deep, 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. When the holes open, make a separate power roll for each creature on the ground above a hole and small enough to fall in. (You can't score a critical hit with this ability because it uses a maneuver.)
Power Roll + Reason:
- ≤11: The target can shift 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, making a power roll against each creature who could fall into the hole when it opens without spending essence.
No More Than a Breeze (5 Essence)¶
The material substance of a creature shreds away at your command.
Magic, Ranged, Void | Maneuver |
---|---|
📏 Ranged 10 | 🎯 Self or one ally |
Effect: Until the start of your next turn, the target can move through solid matter, they ignore difficult terrain, and their movement can't provoke opportunity attacks. If the target ends their turn inside solid matter, they are forced out into the space where they entered it and this effect ends.
Persistent 1: The effect lasts until the start of your next turn.
Test of Rain (5 Essence)¶
You call down a rain that burns your enemies and restores your allies.
Area, Green, Magic, Ranged | Main action |
---|---|
📏 3 cube within 10 | 🎯 Each enemy in the area |
Power Roll + Reason:
- ≤11: 4 acid damage
- 12-16: 6 acid damage
- 17+: 10 acid damage
Effect: You can end one effect on yourself that is ended by a saving throw or that ends at the end of your turn. Each ally in the area also gains this benefit.