Elementalist#
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.
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.
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.
- Level1Rank 1: Elementalist
Your class's own name. You earned it by doing the work, and nobody has to grant it.
- Level100Rank 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.
- Level200Rank 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.
- Level300Rank 4: Arcanist
Arcanists may carry their auras lit inside a city's walls. Anyone else who tries it is arrested, and usually on fire.
- Level400Rank 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.
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.
A mage plans the spell. An elementalist is the spell, and it's having a bad day.
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.

