Elementalists are specialist Wizards, whose magic concerns itself with natural forces and the elements of earth, air, fire, and water. As well as being able to control the forces of nature to some extent, Elementalists have limited control over the four elements and the beings known as Elementals.
As Wizards of nature, Elementalists have a close affinity with living things and - though reclusive - tend to be kindly and slow to anger. The magical energies upon which an Elementalist draws are fundamentally opposed to those of Daemonic and Necromantic magic. Characters who have embarked upon a career as an Elementalist may never become Daemonologists or Necromancers.
Finding a teacher of Elemental magic is not as easy as finding a Wizard, but much easier than finding a Daemonologist or Necromancer. Many Elementalists are hermitic and live in isolated dwellings close to sources of great natural energy (waterfalls, oceans, volcanoes, mountain tops, and so on). Characters wishing to learn Elemental magic must convince their would-be teacher of their sincerity, demonstrating their love of nature in some way. GMs may wish to have the character make a Fel test, modified by -10% for each level the character has achieved in all other magical fields. If the test is successful, the character will be accepted as a student and will undergo a training period of 1D4+1 months. At the end of this time, accepted characters should expend 200 EPs and are then considered 1st level Elementalists, able to cast any Elementalist spells the teacher can teach them.
Advance Scheme - Level 1 | |||||||||||||
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M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
|
|
|
|
+2 |
+10 |
|
|
|
+10 |
|
|
|
Advance Scheme - Level 2 | |||||||||||||
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M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
+10 |
+10 |
+1 |
+1 |
+3 |
+20 |
|
+10 |
+10 |
+20 |
+10 |
+10 |
|
Advance Scheme - Level 3 | |||||||||||||
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M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
+10 |
+10 |
+1 |
+1 |
+4 |
+30 |
|
+20 |
+20 |
+30 |
+20 |
+20 |
|
Advance Scheme - Level 4 | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M |
WS |
BS |
S |
T |
W |
I |
A |
Dex |
Ld |
Int |
Cl |
WP |
Fel |
|
+10 |
+10 |
+1 |
+1 |
+4 |
+40 |
|
+30 |
+30 |
+30 |
+30 |
30 |
|
Skills - Level 1
- Arcane Language: Elemental Magick
- Cast Spells: Elemental Battle Magic Level 1
- Dowsing
- Herb Lore
- Metallurgy
Skills - Level 2
Skills - Level 3
- Arcane Language: Druidic
- Cast Spells: Elemental Battle Magic Level 3
- Daemon Lore
- Identify Magical Artifact
- Magical Awareness
Skills - Level 4
Magic Points
- Humans and Elves: +4D4 points per level
- Dwarfs and Halflings: +2D4 points per level
Trappings
- Hand Weapon
- Wizard's Staff
- 10D6 Gold Crowns
Career Exits
- Elementalist - of next level
- Air Wizard - level 4 (after taking all advances and skills for Level 3 Elementalist)
- Earth Wizard - level 4 (after taking all advances and skills for Level 3 Elementalist)
- Fire Wizard - level 4 (after taking all advances and skills for Level 3 Elementalist)
- Grey Wizard
- Illusionist - level 1
- Light Wizard - level 1
- Water Wizard - level 4 (after taking all advances and skills for Level 3 Elementalist)
- Wizard - level 2