Elementalists specialize in the summoning and controlling of Elementals, and often command dangerous servants composed of pure primal forces, and have strange elemental powers or cast mighty spells.
Elementism is mechanically built around a combination Skill, Follower, and Powers model, as described below.
EditSkills
An Elementalist must buy a separate Power Skill for each primal Element they have mastered:
- Power Skill: Pyromancy (PRE): this Skill includes knowledge of how to channel the primal forces required to evoke and control Elemental Fire.
- Power Skill: Hydromancy (EGO): this Skill includes knowledge of how to channel the primal forces required to evoke and control Elemental Water.
- Power Skill: Aeromancy (INT): this Skill includes knowledge of how to channel the primal forces required to evoke and control Elemental Air.
- Power Skill: Geomancy (CON): this Skill includes knowledge of how to channel the primal forces required to evoke and control Elemental Earth.
Additionally Elementalists generally, but do not have to, take the following Knowledge Skill:
- Knowledge Skill: Elementals: this Skill represents academic knowledge of different types of Elementals, their strengths and weaknesses, quirks and foibles, and so forth.
EditFollowers
To be considered an Elementalist, a character must have at least one permanent Elemental servants which they have Bound to themselves and thus they are exceptionally loyal. These Elementals potentially might be unusual.
If the Elementalist is killed, the Binding that they have used to chain their Elemental servants to themselves results in them dissipating or becoming inert. However if the Elementalist manages to rise again by some means their servants will also be reconstituted / reactivated and will seek to return to the Elementalist by the most direct means possible.
This is represented mechanically by using the Follower Perk.
An Elementalist can empower their Followers to remain animate after their own death if they so choose; to do so the Elementalist must pay an extra 5 character points (treated as an Adder) per Follower that can remain animate after their own demise. This might be done for a variety of reasons, including having a Follower follow a plan of action that will return the Elementalist to life, to guard the Elementalist's body or treasures, and so forth.
The player of the Elementalist is encouraged to come up with interesting servants and have a role in their design, however the GM has ultimate veto rights over all write ups.
EditAutomatons
It is assumed that Elemental Followers bought as
Automatons which are destroyed can be replaced "off screen" given suitable time and raw materials.
EditElemental Powers
Elementalists have the options of taking one or more Elemental "themed" Powers. They may purchase these powers outright, or put them into an Elemental Control or one or more Multipowers. They may not use a Variable Power Pool for Elemental Powers. All Elemental Powers must at a minimum take Required Skill Roll with the applicable Power Skill (Aeromancy, etc), even if it is sufficiently modified as to yield a net -0 Limitation.
EditSummon
At the GM's discretion Elementalists can take one or more Summon based Powers that call Elementals in addition to their Elemental Followers if they so choose. However, as a groundrule, Summon can only be used to bring Elementals into play using setting-established write-ups without modification. Elemental Followers on the other hand are personalized and can even be unique. Thus if a setting defines a single version of Air, Fire, Water, and Earth Elementals as the types of Elementals that exist then those are the only things that Summon could be used to bring into play, whereas a Follower Elemental might be more or less powerful versions, or something distinctive such as a Magma Elemental or Smoke Elemental (etc).
EditEndurance Reserve
A Elementalist may take an Endurance Reserve for their Elemental Powers if they like.
However, they may not spend more than 1/20th of their total points on it (rounded in the character's favor). Thus if a character were 150 points they could spend no more than 150 / 20 = 8 points on their Endurance Reserve; this could be for 50 END and 3 REC, 30 END and 5 REC, or any other combination adding up to 8 points.
In a more powerful setting, the GM might ease this restriction to a 1/10th ratio, or lift it altogether.
EditExclusivity
In some settings there is a trope of "Oppositional Elements", and a concept that an Elementalists must define their primary Element and cannot use the opposing Element at all. The typical arrangement is Air vs Earth and Water vs Fire.
This Magic System does not use this trope by default, but a GM could decide to implement it for their game. If so, there is no point rebate or Disadvantage to be taken, its simply how the Magic System works in that GM's setting.
Magic Systems