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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.