Elementalist (Mage) in Vechaunus | World Anvil
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Elementalist (Mage)

One of the foundations of the arcane arts is the understanding of the balance between the elements, the primal forces of the world: earth, air, fire, and water. While most mages work with all the different elements as versatile tools, some possess (or are drawn to forge) a deep connection with one or more of them in particular. Their focus on a particular element gives elementalists greater effectiveness in wielding (and resisting) it, and eventually deepens their understanding of the other elements. For some mages, these connections to the elements are profoundly spiritual, almost religious, while for others, it is all about knowledge, understanding, or power.   Class: Mage   Requirement: You must have one of the following talents: Air Arcana, Earth Arcana, Fire Arcana, or Water Arcana.   Novice: You gain a +2 bonus when resisting spells from your favored element. You can also easily identify spells used from your favored arcana and gain a +2 bonus when casting a spell from that Arcana.   Journeyman: Your knowledge of your element is deep. When casting spells of your favored Arcana, their cost in magic points is reduced by 3 to a minimum of 1.   Control the Elements: You have also gained near-complete control of your favorite Element and can manipulate it at will. You can manipulate, change, increase, or snuff out your favored element in a 20ft radius from yourself. This is intended to give you minor control of your element and not to make overly grand gestures of power beyond your abilities. For this reason, the wording for this is intentionally vague and ultimately your GM decides what rolls and checks are needed to succeed. The Element must already exist for you to manipulate it. For example, if your favored Arcana is Fire and you wish to create fire in a frozen tundra, you cannot summon fire. What you can do is find a means to light a torch and then manipulate that fire to spread from the torch to other areas.   Master: You understand the ties between elemental forces. You can choose a second favored Arcana from this list, and begin taking spells in that Arcana, regardless of Guardian affiliation.   Earth Arcana   Fire Arcana   Water Arcana   Air Arcana   Elemental Champion: You are the very embodiment of the elements. Once a day you can transform into an Elemental of either of your favored Arcanas. While in this form you take on the abilities attributes, favored stunts, powers, and every aspect of the elemental. You do retain your mind, and your gear is absorbed into the form. You can maintain this form for 1 hour and may cast spells as normal while in this form. Any damage taken in this form, only harms the elemental form, if you are reduced to 0 HP, you revert to your normal self and any remaining damage goes to your normal pool of HP.    

Air Elemental

Air Elementals are swirling masses of wind that stay about a central locus, taking a whirlwind shape. They may also form more complex and menacing shapes when in motion, or angry. Air elementals can move about anywhere except through large bodies of water. To move through earth they must dig and create a tunnel tall enough to contain their mass. If an air elemental is trapped underground with no tunnel out, it immediately returns to its home plane.   Air Elemental, Lesser Medium Elemental Abilities (Focuses) 1 Accuracy -1 Communication 0 Constitution 2 Dexterity 2 Fighting
  • Intelligence (This Score is the same as your own).
  • 2 Perception 7 Strength
  • Willpower (This Score is the same as your own).
  • Speed Health Defense Armor Rating Fly 30 80 12 5 Weapon Attack Roll Damage Range Elemental Blow +6 2d6+7 Touch Special Qualities Favored Stunts: Lightning Attack, Mighty Blow, Whirlwind Immunities: Electricity, Water, Grapple Attacks Vulnerabilities: Earth (x2) Dark Sight: Air elementals can see in darkness up to 60ft without a light source. Enchanted: All non-magical physical damage deals only half-damage to an enchanted creature. The only exceptions are damage sources the creature is vulnerable to. Its physical attacks are considered magical. Note, all Enchanted creatures take full damage from energy attacks they are not immune to. Windy Touch: Anything the elemental touches is buffeted by winds, so liquids disperse, and torches will blow out. Larger fires, such as bonfires will flare in intensity, however. Whirlwind (3 SP): All creatures adjacent to the elemental must pass a Dexterity (Acrobatics) TN 15 test or be swept up in a whirlwind as its body expands and the high-speed winds buffet everything. Targets will be thrown a number of squares equal to half the Stunt Die and be knocked prone. Threat Level: Major    

    Earth Elemental

    Earth elementals appear to be large rock or dirt formations, sometimes in humanoid form, and sometimes just lumped together shapes. They can move through the earth without disturbing its composition or structure but can dig a tunnel behind them if they so choose without expending extra time. They cannot move across a body of water they cannot step across but can move below the surface.   Earth Elemental, Lesser Large Elemental Abilities (Focuses) 1 Accuracy -1 Communication 1 Constitution 0 Dexterity 0 Fighting
  • Intelligence (This Score is the same as your own).
  • 0 Perception 9 Strength
  • Willpower (This Score is the same as your own).
  • Speed Health Defense Armor Rating 8, Burrow 10 100 10 6 Weapon Attack Roll Damage Range Elemental Blow +4 2d6+9 Touch Special Qualities Favored Stunts: Dual Strike, Lethal Blow, Quake Immunities: Earth Vulnerabilities: Fire (x2), Water (+1d6) Dark Sight: Earth elementals can see in darkness up to 60ft without a light source. Enchanted: All non-magical physical damage deals only half-damage to an enchanted creature. The only exceptions are damage sources the creature is vulnerable to. Its physical attacks are considered magical. Note, all Enchanted creatures take full damage from energy attacks they are not immune to. Quake (3 SP): All creatures within 10ft of the elemental must pass a Dexterity (Acrobatics) TN 15 test or fall prone. Threat Level: Major        

    Fire Elemental

    Fire elementals appear to be bonfires that do not need fuel. They can generate limbs and eerie faces out of flame if they so choose. Fire elementals cannot move through earth or water and must always have a channel large enough to contain their size or immediately return to their home plane.   Fire Elemental, Lesser Large Elemental Abilities (Focuses) 1 Accuracy -1 Communication 0 Constitution 3 Dexterity 3 Fighting
  • Intelligence (This Score is the same as your own).
  • 0 Perception 6 Strength
  • Willpower (This Score is the same as your own).
  • Speed Health Defense Armor Rating 10 70 13 5 Weapon Attack Roll Damage Range Elemental Blow +5 3d6+6 Touch Special Qualities Favored Stunts: Explosion, Lightning Attack Immunities: Fire, Earth, Grapple Attacks Vulnerabilities: Water (x2) Dark Sight: Fire elementals can see in darkness up to 60ft without a light source. Enchanted: All non-magical physical damage deals only half-damage to an enchanted creature. The only exceptions are damage sources the creature is vulnerable to. Its physical attacks are considered magical. Note, all Enchanted creatures take full damage from energy attacks they are not immune to. Fiery Aura: The elemental deals an additional +1d6 Fire damage to anything that it touches or is touched by it. This can start fires everywhere but at its base. Explosion (3 SP): All creatures adjacent to the Elemental must pass a Dexterity (Acrobatics) TN 15 test or be hit with a wave of heat as it expands its body momentarily. This deals an additional +1d6 damage to those who are hit by the initial attack. Threat Level: Major    

    Water Elemental

    Water Elementals can adopt any shape between a large column of water, a wave held suspended at its apex, or a watery humanoid form or anything in-between. To move through earth a Water Elemental must dig a tunnel, but it need not be a large one. A water elemental trapped in stone, not dirt, will become agitated, and one that cannot move will return to its home plane.   Water Elemental, Lesser Large Elemental Abilities (Focuses) 1 Accuracy -1 Communication 0 Constitution 2 Dexterity 2 Fighting
  • Intelligence (This Score is the same as your own).
  • 0 Perception 8 Strength
  • Willpower (This Score is the same as your own).
  • Speed Health Defense Armor Rating 6, Swim 20 100 12 6 Weapon Attack Roll Damage Range Elemental Blow +4 2d6+8 Touch Special Qualities Favored Stunts: Disarm, Mighty Blow, Vortex Immunities: Drowning, Fire, Water, Grapple Attacks Vulnerabilities: Electricity (x2) Dark Sight: Water elementals can see in darkness up to 60ft without a light source. Enchanted: All non-magical physical damage deals only half-damage to an enchanted creature. The only exceptions are damage sources the creature is vulnerable to. Its physical attacks are considered magical. Note, all Enchanted creatures take full damage from energy attacks they are not immune to. Quenching Touch: Anything the elemental touches will be coated with water, which will create issues due to slipperiness and quench open flames. Vortex (3 SP): All creatures adjacent to the Elemental must pass a Dexterity (Acrobatics) TN 15 test or be drawn in as the elemental becomes a vortex by spinning its body rapidly. Targets will be drawn in, become disoriented, and are then thrown out and knocked prone. Anyone affected loses the ability to take actions the next round. Threat Level: Major

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