Elemental Mage
Elemental mages specialize in one of the four elemental provinces: sand (earth), sea (water), flame (fire), or wind (air). They gain great power and control within that province, but lose their ability to cast spells from any of the remaining three.
Role
Elemental wizards are rare in Alcirya and a great deal of mystery and suspicion accompanies them. Once a caster is known to be one of the purely elemental wizards, distrust and suspicion grow. Native Appollonians assume that all elemental mages are gathered in secret cults committed to their faction - and not necessarily for the betterment of those around them. The reason behind these impressions are groups like the Cult of the Phoenix. The “Brotherhood” is an organization of flame wizards who make no bones about their aims. They believe that the only true magic is that of fire. Further, they believe that all wizards who are not elemental mages in flame must convert - that is, come under their control - or die. The Brotherhood maintains chapters and related bodies in all major cities of the land. The organization also maintains close ties with several assassin organizations. Despite common beliefs to the contrary, mages devoted to sand, wind, or sea do not have this level of organization, nor do they have similar aims. But the known existence of the Brotherhood brings suspicion on all elemental mages.
These mages differ from the specialists in this fashion – they abhor and will not use spells from the other elements at all. In fact, they consider themselves at war with the other factions and will attempt to kill them when they know they are present. They may only use spells based in their element and non-elemental spells. These mages also consider most Elementalists that are members of the college as mortal enemies as well – they are seen as traitors to the true practice.
Distinctive Appearance
None
Special Benefits
An elemental mage chooses to specialize in one elemental faction: sand, wind, sea, or flame. The mage can use spells in this province, as well as those in the universal category. An elemental mage gains a 40 percent bonus to his or her chance to learn spells within the chosen faction. Spells designated “universal” are learned normally. An elemental mage also has additional control over and resistance to his or her chosen element. This consists of a +2 bonus to all saving throws against attacks using that element, and +2 to all proficiency and ability checks involving that element. The mage also gains +1 to each damage die inflicted with an attack using that element (magical or otherwise). In addition, if the mage suffers an attack using the specialty element, a -2 penalty is applied to each damage die (with a minimum of no damage inflicted). For example, a flame mage would gain a +1 to each die of a fireball he or she casts, while a sea mage would gain a +2 on a swimming proficiency, and a wind mage a -2 to each die of damage inflicted by a djinni’s whirlwind attack.
Special Hindrances
Except for universal spells, elemental mages can never gain magics outside their chosen faction. Nor can elemental mages use magical items that duplicate the effects of such forbidden spells. Sea mages, for example, cannot learn the fireball spell, nor can they wield a wand of fire because it holds a related spell.
Class
Wizard
Attribute Requirements
None
Barred Beliefs
None. Either gender, all races, and all alignments are eligible. However, elemental mages specializing in flame tend to be evil NPCs. Elementalists specialists may not take this kit.
Race Requirement
Members of any race may be elemental mages, save those forbidden to have wizards.
Bonus Weapon Proficiencies
None
Required Weapon Proficiencies
Elemental mages are limited much like sorcerers - they must choose from among the dagger, staff, knife, dart, and sling.
Recommended Weapon Proficiencies
None
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Fire Building (flame), Weather Sense (wind), Swimming (sea), or Survival (desert) (sand). The mage’s bonus matches his or her specialty.
Recommended Non-Weapon Proficiencies
Spellcraft, Endurance, History (Local), Language (Ancient), Reading/Writing, Religion, Disguise
Barred Non-Weapon Proficiencies
Flame wizards cannot take Swimming and Seamanship. Other elemental mages have no forbidden proficiencies.
Equipment
The elemental mage may purchase and use the weaponry listed under “Weapon Proficiencies” above. The elemental mage does not wear armor of any type, but may have his or her Armor Class increased by magical means.
Wealth Options
The elemental mage begins play with (d4+1) x 10 gp.
Homeland Terrain
None
Economic System
None
Recommended Discipline(s)
None
Recommended Devotion(s)
None
Recommended Science(s)
None
Barred Discipline(s)
None
Preferred Schools
None
Barred Schools
None