Elementalist
Experiments with elemental magic such as Aeromancy or Pyromancy reveal truths about the forces underpinning reality. Behind or beneath what ordinary people perceive as the world rages a cosmic storm of unformed substance that boils and seethes in a state of constant flux. The clash of these energies become yours to command and enhance the elemental spells you cast. However, the more you tap into these forces, the more their energies linger in you, changing you in subtle ways: after attuning yourself to fire, you feel hot to the touch; to water, damp; or odd callouses form after drawing on earth’s power.
Level 3 Elementalist
Attributes: Increase two attributes by 1 each.
Health: +4
Languages: Add one
Traditions: One, Spells: Two expert
Elemental Ability: You gain one magical talent from the Aeromancy, Geomancy, Hydromancy, or Pyromancy traditions. Whenever you finish a rest, you can swap out the talent for a different one from any of these traditions.
Level 4 Elementalist
Health: +4
Spells: One expert
Elemental Attunement (Magical): When you cast a spell, you can use this talent to become attuned to air, earth, fire, or water. The effect lasts 1 minute, but ends early if you become unconscious, or if you become attuned to a different element. The benefits of attunement depend on the element you choose:
- Air: Your Speed increases by 5.
- Earth: Enemies treat the ground inside a Size 5 space centered on you as challenging terrain.
- Fire: At the end of each round, each enemy in your reach makes a Strength roll. On a failure, the enemy takes 1d6 damage, or 2d6 damage at level 9.
- Water: You impose 1 bane on rolls against your Defense and Agility.
Level 6 Elementalist
Health: +4
Spells: One expert
Dual Attunement: When you use your Elemental Attunement talent, you can attune yourself to two elements simultaneously and gain the benefits from each.
Level 9 Elementalist
Health: +4
Spells: One master
Elemental Mastery: While you are under the effects of your Elemental Attunement talent, your attacks and damage-dealing spells deal an extra 1d6 damage, and you gain benefits associated with the element to which you are attuned.
- Air: You gain the Fly trait.
- Earth: Your Health increases by 20.
- Fire: You are immune to damage from cold and fire. When you roll damage for a spell you cast, you can reroll any dice that come up as 1s, but you must take the second results, even if they are 1s.
- Water: You are immune to the held and prone afflictions. You have the Slippery trait if you don’t have it already. Finally, you can squeeze through any opening wide enough to permit the passage of water.