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Elementalist Abilities


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Elementalist Feature

Elementalist Abilities

Level 1

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.)

l
Main Action

Afflict a Bountiful Decay

Signature

Your curse causes your foe's flesh to rot off as spores that aid your allies.

GreenMagicRangedRotStrike
Distance
Targets
One creature
Power Roll +Reason
!2 + R corruption damage
@4 + R corruption damage
#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.

l
Main Action

Bifurcated Incineration

Signature

Two jets of flame lance out at your command.

FireMagicRangedStrike
Distance
Targets
Two creatures or objects
Power Roll +Reason
!2 fire damage
@4 fire damage
#6 fire damage
l
Main Action

Grasp of Beyond

Signature

You absorb the life energy of another creature and use it to teleport.

MagicMeleeStrikeVoid
Distance
Targets
One creature
Power Roll +Reason
!3 + R corruption damage
@6 + R corruption damage
#9 + R corruption damage
Effect

You can teleport up to a number of squares equal to your Reason score.

l
Main Action

The Green Within, the Green Without

Signature

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

GreenMagicRangedStrike
Distance
Targets
One creature
Power Roll +Reason
!2 + R damage
@5 + R damage
#7 + R damage
Effect

You slide one creature within 10 squares of the target up to 2 squares.

l
Main Action

Meteoric Introduction

Signature

You give your enemy a gentle tap-like an asteroid impact.

EarthMagicMeleeStrike
Distance
Targets
One creature or object
Power Roll +Reason
!3 + R damage; push 2
@5 + R damage; push 3
#8 + R damage; push 4
l
Main Action

Ray of Agonizing Self-Reflection

Signature

You inflict pain and doubt in equal measure.

MagicRangedStrikeVoid
Distance
Targets
One creature or object
Power Roll +Reason
!2 + R corruption damage; R < WEAK, slowed (save ends)
@4 + R corruption damage; R < AVERAGE, slowed (save ends)
#6 + R corruption damage; R < STRONG, slowed (save ends)
l
Main Action

Unquiet Ground

Signature

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

AreaEarthMagicRanged
Distance
2 cube within 10
Targets
Each enemy in the area
Power Roll +Reason
!2 damage
@5 damage
#7 damage
Effect

The ground beneath the area is difficult terrain for enemies.

l
Main Action

Viscous Fire

Signature

A jet of heavy fire erupts where you strike.

FireMagicRangedStrike
Distance
Targets
One creature or object
Power Roll +Reason
!2 + R fire damage; push 2
@5 + R fire damage; push 3
#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.)

l
Main Action

Behold the Mystery

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

AreaMagicRangedVoid
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll +Reason
!2 psychic damage
@4 psychic damage
#6 psychic damage
Persistent 1

At the start of your turn, you can use a maneuver to use this ability again without spending essence.

l
Main Action

The Flesh, a Crucible

Fire engulfs your target and continues to churn.

FireMagicRangedStrike
Distance
Targets
One creature or object
Power Roll +Reason
!5 + R fire damage
@8 + R fire damage
#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).

l
Main Action

Invigorating Growth

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

GreenMagicRangedStrike
Distance
Targets
One creature
Power Roll +Reason
!4 + R poison damage
@7 + R poison damage
#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.

l
Main Action

Ripples in the Earth

Like a stone was dropped into a pond, waves in the earth radiate from you.

AreaEarthMagic
Distance
Targets
Each enemy in the area
Power Roll +Reason
!3 damage
@5 damage
#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.)

l
Main Action

Conflagration

A storm of fire descends upon your enemies.

AreaFireMagicRanged
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll +Reason
!4 fire damage
@6 fire damage
#10 fire damage
Persistent 2

At the start of your turn, you can use a maneuver to use this ability again without spending essence.

f
Maneuver

Instantaneous Excavation

The surface of the world around you opens up to swallow foes.

EarthMagicRanged
Distance
Targets
Special
Power Roll +Reason
!The target can shift 1 square from the edge of the hole to the nearest unoccupied space of their choice.
@The target falls into the hole.
#The target falls into the hole and can't reduce the height of the fall.
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.)

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.

f
Maneuver

No More Than a Breeze

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

MagicRangedVoid
Distance
Targets
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.

l
Main Action

Test of Rain

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

AreaGreenMagicRanged
Distance
3 cube within 10
Targets
Each enemy in the area
Power Roll +Reason
!4 acid damage
@6 acid damage
#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.

Source: Draw Steel: Heroes · printing 1.01b