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Elementalist

Page history last edited by Christopher Mifsud 15 years, 3 months ago

An Elementalist is a spellcaster who learns about and gains power over the five magical elements: air, earth, water, and wood.

 

Important Attributes: Perception and Willpower

Racial Restriction: None

 

First Circle Talents:

Karma Ritual

Read Write Language

Read Write Magic

Spellcasting

Spell Matrix

Spell Matrix

Thread Weaving

 

Second Circle Talents:

Durability

Fire Heal

Spell Matrix

 

Third Circle Talents:

Air Speaking

Elemental Tongues

 

Half-Magic:

 

A characters Half-Magic Rank is equal to half the Discipline level rounded up.

 

Using Half-Magic

 

Elementalis may make Half-Magic Tests to recognize different plants, different elements, uses of elemental magic, and other magical rituals. Elementalists may also use Half-Magic Tests when gathering True elements and weaving them into objects, thus performing a type of enchantment.

 

Sensing Elemental Spirits

 

Elementalists may also use Half-Magic Tests to sense the presence of elemental spirits. When in or near an area dominated by one element, an elementalist may make a Perception-based Half-Magic Test to sense the presence of nearby elemental spirits. The difficulty for senseing an elemental spirit is the spirit's Spell Defense. if the Half-Magic Test is successful, the elementalist can sense the presence of an alemental spirit within 20 yeards of his location and can use his talents or spells, such as Elemental Tongues and Elemental Hold, to communicate and interact with the spirit.

 

The gamemaster may also choose to make a Half-Magic Test on behalf of an elementalist character at any time. if the test is successful, the gamemaster would inform the player that his character senses an elemental presence of some sort. The player would then determine how his character will react to this information.

 

Making Orichalcum Tithes

 

If he wishes, an elementalist can tithe to a particular elemental spirit by placing an orichalcum coin within the element in question. If the elementalis is out of favor with the spirit or is suffereing a Serious or Sever talent crisis, the tithe may restore the elementalis to the spirit's good graces, serving as a Deed of Atonement. In other cases, the tithe grants the elementalist an additional +1 step to his Spellcasting talent when casting spells involving the element to which he has tithed. This bonus lasts for up to one month for every coin tithed.

 

Weaving True Elements Into Patterns

 

At Third Circle, elementalists learn a Perception-based half-magic ability that allows them to weave True elements into items. Adepts must make an Element-Weaving Test for wach True element kernel they want to weave into an item. Weaving each kernel takes one hour. If an Elemental-Weaving Test fails, the enchanter has wasted a hour and accomplished nothing, though neither the kernel nor item are damaged by the attempt. A result of all 1's on an Element-Weaving Test meands that the item is ruined and the True element wasted. The enchanter must start over.

 

Spirit Trapping

 

Magicians may enchant an item by placing a spirit within the item's pattern. This technique, known as spirit trapping, is a Willpoer-based half-magic ability that elementalists learn at Fifth Circle.

 

Living Armor

 

Crafting living armor is a Perception-based Half-Magic ability that elementalists learn at Fifth Circle.

 

Thread Items

 

Elementalists use a Perception-based Half-Magic Test for the Enchantment Test when creating thread items. Elementalists learn the required half-magic ability at Third Circle.

 

Mining and Gathering True Elements

Elementalist adepts can determine if a given area is likely to yield a True element by making a Peception-based Half-Magic Test against a Difficulty Number nased on the elementalist's familiarity with the region. The Difficulty Number for this test ranges from 6 to 15 or more. If the test succeeds the elementalist knows whether or not the area will produce True elements.

 

Once an elementalist has located a source of True elements, he can make a second Perception-based Half-Magic Test, against the appropriate Difficulty Numbers shown in the Element Gathering Difficulty Numbers Table, to gather the elements. A Gathering Test requires 1 full day. The adept gathers one kernel of the True element for each success level he achieves on the Gathering Test.

 

Alchemy

 

Elementalists may use half-magic to perform all of the functions of the Alchemy skill. Elementalists' half-magic steps are generally low compared to other characters' Alchemy skill steps, but elementalists may spend Karma Points on half-magic Alchemy Tests. An elementalist who has the Alchemy skill can use the skill or half-magic for any given Alchemy Test, but may not spend Karma on Alchemy Skill Tests.

 

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