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3rd-Level Features

As a 3rd-level elementalist, you gain the following features.

3rd-Level Specialization Feature

Your elemental specialization grants you a feature, as shown on the 3rd-Level Elemental Specialization Features table.

3rd-Level Elemental Specialization Features Table
Specialization Feature
Earth Earth Accepts Me
Fire A Conversation With Fire
Green Remember Growth and Sun and Rain
Void Distance Is Only Memory
A Conversation With Fire

When you spend 1 uninterrupted minute in front of a fire, you can speak the name of another creature. If that creature is willing to speak to you, their image appears in the fire, and they can see you before them in a shimmering ball of light. The two of you can speak to each other through these images as if you were together in person. As a maneuver, you or the creature can end the conversation.

Distance Is Only Memory

Each time you finish a respite, you can open a two-way portal that leads to any place you have previously been. You and your allies can pass through the portal, which remains open for 1 hour or until you dismiss it as a main action.

Earth Accepts Me

You have the following ability.

Earth Accepts Me

You can slip into the stone.

Earth, Magic Main action
📏 Self 🎯 Self

Effect: You step into a mundane dirt, metal, or stone object (including a wall) that is as large as you or larger. You can remain inside the object for as long as you like. While inside the object, you can observe events and speak to creatures outside it, but you don't have line of effect to anything outside the object and vice versa. You can travel through the object freely until you exit it. If the object you meld with is destroyed, you take 10 damage and exit the object.

Remember Growth and Sun and Rain

You have the following ability.

Remember Growth and Sun and Rain

You stir any wood's memory and learn what it has seen.

Green, Magic, Melee Main action
📏 Melee 1 🎯 One mundane wooden object

Effect: You see and hear any events that have occurred within 10 squares of the object within the last 12 hours, perceiving those events from the object's location as if you were there.

7-Essence Ability

Choose one heroic ability from the following options, each of which costs 7 essence to use.

Erase (7 Essence)

With a flick of the wrist, you phase creatures out of existence.

Magic, Ranged, Strike, Void Main action
📏 Ranged 10 🎯 Special

Special: The number of creatures you target with this ability is determined by your power roll.

Power Roll + Reason:

  • ≤11: One creature
  • 12-16: Two creatures
  • 17+: Three creatures

Effect: Each target begins to fade from existence (save ends). On their first turn while fading from existence, a target takes a bane on power rolls. At the end of their first turn, they have a double bane on power rolls. At the end of their second turn, they fade from existence for 1 hour, after which they reappear in their original space or the nearest unoccupied space.

Maw of Earth (7 Essence)

You open up the ground, spewing out shrapnel of stone and debris.

Area, Earth, Magic, Ranged Main action
📏 3 cube within 10 🎯 Each enemy in the area

Power Roll + Reason:

  • ≤11: 5 damage
  • 12-16: 9 damage
  • 17+: 12 damage

Effect: The ground in or directly beneath the area drops 3 squares.

Swarm of Spirits (7 Essence)

Guardian animal spirits surround you to harry your foes and bolster your allies.

Area, Green, Magic Main action
📏 3 aura 🎯 Each enemy in the area

Power Roll + Reason:

  • ≤11: 3 damage
  • 12-16: 6 damage
  • 17+: 9 damage

Effect: Until the end of your next turn, each ally in the area has each of their characteristic scores treated as 1 higher for the purpose of resisting potencies, and has a +1 bonus to saving throws.

Persistent 1: You make the power roll again to target each enemy in the area without spending essence, and the effect lasts until the start of your next turn.

Wall of Fire (7 Essence)

A blazing, beautifully organized inferno erupts at your command.

Area, Fire, Magic, Ranged Maneuver
📏 10 wall within 10 🎯 Special

Effect: The wall lasts until the start of your next turn, and can be placed in occupied squares. Creatures can enter and pass through the wall. Each enemy who enters the area for the first time in a combat round or starts their turn there takes fire damage equal to your Reason score for each square of the area they start their turn in or enter.

Persistent 1: The wall lasts until the start of your next turn, and you can add a number of squares to the wall equal to your Reason score.