Elementalist#

The elementalist's sigil

The mages spend ten years learning to light a candle. I lit a barn the night my father died, and I've spent every year since learning to stop.

Oriel Vask, who trains elementalists

Battle mages whose magic comes to them unasked, in fear and fury, and hits harder than a mage's with far less control. An elementalist wraps themselves in burning auras and wades into the fight they were supposed to cast from.

LeadsSTR BacksINT Health1d6+12 Willpower5 CastsYes ArmorHeavy

How it plays#

An elementalist fights in the front rank and casts there. Strength leads, because the auras ride their blows: an immolation is a melee strike that keeps burning for five rounds and stacks five times, and each viceration adds a point to every tick of its element. Intelligence backs it and adds to nearly every number the class rolls.

Past level 50 the class turns into something people cross the street to avoid. Wreaths trade your resistance to an element for more damage with it, and the presences reach everyone near you: dread, a halt to a whole room’s aggression, a contest of charisma before anyone can act, wounds that open on whoever keeps attacking. An elementalist works all five elements, but only one immolation burns at a time, so the craft is in choosing.

Elementalists are one of the the weaves classes. Every ability, level by level, is under Abilities.

The road to Myrmidon#

An elementalist takes a new title at levels 100, 200, 300 and 400. A title can be declined; Five titles says what that means.

  1. Level1
    Rank 1: Elementalist

    Your class's own name. You earned it by doing the work, and nobody has to grant it.

  2. Level100
    Rank 2: Nihilist

    An old insult from the Spire for casters who answer to no school, which elementalists took and kept. A nihilist may refuse any summons from the Maginaerum Arcanum, and the Spire has stopped sending them.

  3. Level200
    Rank 3: Sorcerer

    A sorcerer may hire on to any army in Sedia as captain of its casters, and draws a captain's pay whether or not there are casters to command.

  4. Level300
    Rank 4: Arcanist

    Arcanists may carry their auras lit inside a city's walls. Anyone else who tries it is arrested, and usually on fire.

  5. Level400
    Rank 5: Myrmidon

    The last title. A myrmidon's word settles what a spell did in any court on Sedia, and the old songs say myrmidons speak tongues they never learned.

Where they train#

Oriel Vask came to Amari with nothing but a temper, and the temper set a ship’s rigging alight in Port Carvi. The Kyrians took her up the mountain instead of hanging her. She teaches on rock that’s already burned, because her students will set fire to anything else.

Find Oriel Vask at a scorched shelf above the lava fields of the Gorefell Range, in Amari. Any trainer can take your training points, but titles are bestowed here. Where the classes train maps all fourteen.

Where Oriel Vask teachesGorefell Range: ElementalistGorefell Range
Oriel Vask teaches at a scorched shelf above the lava fields of the Gorefell Range.

How it shows#

None of this changes a roll. It’s how the people around you can tell what you are, if you let them.

  • The frost on a window melts where you stand, or your breath steams in a warm room, depending on your mood.
  • Animals won’t settle near you, and candle flames lean away when you’re angry.

How elementalists see magic#

Elementalists work all five elements. Their magic comes to them on its own, in the presence of fierce emotion and the will to survive. Every tradition, and what the scholars say underneath them.

Races that start closest#

The races whose starting scores sit nearest an elementalist’s strength and intelligence. Any race can be an elementalist; the class finder and the race finder rank all of them.

Rodes that suit#

A rode is the one path of trials a character walks from level 20. These are the ones that do the most for an elementalist; the rode finder ranks all fourteen.

Tradesguilds that suit#

A character belongs to two tradesguilds at most. These are the ones whose work fits an elementalist; the guild finder ranks all eleven.

What others say#

I asked an elementalist to light the hearth. I now need a new hearth.

An innkeeper of Port Carvi

A mage plans the spell. An elementalist is the spell, and it's having a bad day.

A magister of the Mage Spire

The burning village

A hill village in Amari keeps catching fire on clear nights, always from the inside. Someone there is an elementalist and doesn’t know it yet, and the villagers have started choosing who to blame. Oriel Vask wants the child found before the village finishes choosing.

Abilities#

A class teaches its abilities in disciplines, a handful of related abilities learned as you level. Most open at level 0 and add one every ten or twenty levels. The heroic disciplines open at level 50 and run to 100.

A cost in willpower or stamina is paid each time you use the ability. A passive works all the time, and a toggled ability stays on until you turn it off. Every ability starts at 0 efficacy and gets better with practice, as Levels explains.

ImmolationVicerationElementsWreathsMasteryPresence

Immolation#

Melee strikes that set an element burning on the target for five rounds, stacking five times: a new element every twenty levels, fire first and darkness last. 6 abilities, levels 0 to 100

Immolate FireLevel 0 · 50 stamina
Elemental fire melee attack deals 1d4+INT mod damage per round for 5 rounds, stacks 5 times.
Immolate IceLevel 20 · 50 stamina
Elemental water melee attack deals 1d4+INT mod damage per round for 5 rounds, stacks 5 times.
Immolate SparksLevel 40 · 50 stamina
Elemental air melee attack deals 1d4+INT mod damage per round for 5 rounds, stacks 5 times.
Immolate PulsesLevel 60 · 50 stamina
Elemental earth melee attack deals 1d4+INT mod damage per round for 5 rounds, stacks 5 times.
Immolate DarknessLevel 80 · 50 stamina
Elemental spirit melee attack deals 1d4+INT mod damage per round for 5 rounds, stacks 5 times.
Elemental PrecisionLevel 100 · Passive
An elemental cast can refresh an immolation affect of the same element.

Viceration#

Each adds a point of damage to every tick of one element's immolation, stacking five times. 6 abilities, levels 0 to 50

Vicerating FireLevel 0 · 5 stamina
Adds +1 damage to each fire elemental immolation tick, stacks 5 times.
Vicerating IceLevel 10 · 5 stamina
Adds +1 damage to each water elemental immolation tick, stacks 5 times.
Vicerating LightningLevel 20 · 5 stamina
Adds +1 damage to each air elemental immolation tick, stacks 5 times.
Vicerating PulseLevel 30 · 5 stamina
Adds +1 damage to each earth elemental immolation tick, stacks 5 times.
Vicerating DarknessLevel 40 · 5 stamina
Adds +1 damage to each spirit elemental immolation tick, stacks 5 times.
Elemental AmplitudeLevel 50 · Passive
Each cast of immolation and viceration adds two stacks instead of one.

Elements#

The thrown spells: a fireball, a frost cone, a ball of lightning, an earthquake and a poisoned strike. 6 abilities, levels 0 to 50

FireballLevel 0 · 25 willpower
Fire elemental attack dealing 1d8+INT mod damage.
FrostconeLevel 10 · 30 willpower
Water elemental attack dealing 2d4+INT mod damage.
Lightning BallLevel 20 · 40 willpower
Air elemental attack dealing 1d12+INT mod damage.
EarthquakeLevel 30 · 20 willpower
Earth elemental attack dealing 1d8+INT mod damage.
Plaguing StrikeLevel 40 · 30 willpower
Strike dealing 1d6+INT mod damage and leaves trace of poison for an additional 1d4+INT mod damage for 4 rounds.
Elemental SpecificationLevel 50 · Passive
An elemental damage cast will refresh a viceration of the same elemental type.

Wreaths#

Five spells in five levels, from 45 to 50. Each lowers your resistance to an element and raises the damage you deal with it. 6 abilities, levels 45 to 50

Wreath Of FireLevel 45 · 10 willpower
Decrease ones resistance to elemental fire and increase ones aptitude to deal more fire damage.
Wreath Of IceLevel 46 · 10 willpower
Decrease ones resistance to water and increase ones aptitude to deal more damage with water.
Wreath Of LightningLevel 47 · 10 willpower
Decrease ones resistance to air elemental and increases ones aptitude to deal more air damage.
Wreath Of EarthLevel 48 · 10 willpower
Decrease ones resistance to earth elemental and increases ones aptitude to deal more earth damage.
Wreath Of PoisonLevel 49 · 10 willpower
Decreases resistance to spirit element and increases aptitude to deal more spirit damage.
Elemental ProtectionLevel 50 · Passive
Immune to the current immolation if it's also a wreath.

Mastery#

From level 50, passives that make your spells hard to dispel or counter, turn spells back on their casters and spread incoming damage onto your strongest resistance. 6 abilities, levels 50 to 100

Reflex CastingLevel 50 · Passive
Gives DC 15 chance to allow counterspell opportunity.
Elemental SpontaneityLevel 60 · Passive
Makes spells harder to dispel or counterspell by DC 15.
SaturationLevel 70 · Passive
Immolated elements take some of the magic out of incoming attacks by 10 damage.
Simplify EnergiesLevel 80 · Passive
Immolated elements enhance energies making sub-elemental attacks into elemental.
Natural ReflectionLevel 90 · Passive
Gives DC 15 chance to allow reflection of spells not successfully counterspelled.
Elemental AllocationLevel 100 · Passive
Allows incoming attacks to distribute amongst your most powerful resistance.

Presence#

From level 50, auras over everyone near you: dread, a halt to all aggression, a contest of charisma before any ability, and wounds that open on anyone who keeps attacking. 6 abilities, levels 50 to 100

Intimidation PresenceLevel 50 · 50 willpower
Add charisma mod to all damage and increases critical strike damage by current charisma.
Demand PresenceLevel 60 · 50 willpower
Halts all aggro for 5 rounds or until enemies are attacks or myrmidon attacks, in which all affected targets exit demand.
Darkness PresenceLevel 70 · 50 willpower
All abilities must be a charisma + 1d20 vs charisma + 1d20 in order to cast, else abilities still cost, but don't activate.
Blood PresenceLevel 80 · 50 willpower
All attacking enemies within 10 yards takes 1d4 damage per round, and if enemy is subject to presence for 4 rounds, it opens a wound causing an additional 1d4 per round.
Infectious PresenceLevel 90 · 50 willpower
All attacking enemies within 10 yards take 1d4 damage per round, and 1d12 if enemy is affected by a wound.
Pulse Of DiseaseLevel 100 · 50 willpower
Attacks everyone afflicted by a wound with spirit elemental attack that deals 1d20+INT mod damage.

Proficiencies#

What the class can wield, wear and speak from the start, and the extra attacks it learns as it levels.

Weapons
Hand to hand, wands, slashing and basic piercing
Armor
Light armor, medium armor and heavy armor
Languages
Common, celestial, infernal and arcanic
Extra attacks
Second attack at level 15, third attack at level 27, fourth attack at level 50 and fifth attack at level 75

Combat puts these to use: weapons and extra attacks under Attacking, armor and parry, shield and dodge under Defending.