Elementalist

Elementalist (3 CP) REQUIRES: Knowledge (Arcane) Novice Magical Art: Major (any 2) Arcane Resistance Sense Magic Speak with Elemental Heroic Endurance, Heroic Will, Heroic Vitality, OR Heroic Recovery Elementalists bind their magic to the forces of the elements—those of fire, water, earth and air. They craft tokens to anchor their spells to a ley line or power nexus and use the token as a link to channel that power. Elementalists and Wizards approach magic through opposite paradigms; Elementalists harness the raw stuff of magic and force it into shape by pure strength of will. Wizards spend long hours of study learning how to safely and consistently harness the forces of magic by rote, formula, and study. There is GREAT animosity between the two groups. The Arcanum is open it it's disdain for the Elementalists, but that does not stop the Arcanum from wanting to control them anyway. If you unlock the Elementalist header, you cannot unlock the Wizard or Hearth Mage headers. Many skills in the Elementalist header have the Token keyword. If a skill has the Token keyword, the following rules apply: --You MUST carry these tokens OPENLY on your person in order to cast your spells; they can be worn, hung off a weapon or a belt, etc, but must be displayed visibly and in your possession. --Each spell with the keyword needs its own separate token. --Tokens can be jewelry, amulets, charms, staves, wands, daggers, swords, rods, gloves, gauntlets, bracers, wristbands,circlets, scarves, sashes, masks, hair clips, belts, or almost any accessory. They can even be tattoos of arcane symbols in a visible location. --All Tokens must look coolthentic and appropriate to the aesthetic of Brittanis, and must meet the requirements in the spell description. --All Tokens must at least be 2" x 2" or an equivalent size in length. Free Skills When you unlock the Elementalist header, you gain the skills Elemental Attunement and Elemental Pool free. The 0 CP version counts as the 1st Purchase. Elemental Attunement (0 CP) You may purchase the Earth, Air, Fire, and Water Arts with Major access. If you already have Minor access, simply pay the difference in to make up the cost to Major access. You are still limited by the number of purchases available for the Magical Art skill. If you have access to spell lists through other means, this skill only affects your ability to cast Arcane spells. Elemental Pool (0 CP) You gain the ability to store up elemental energy to expend as you wish on related effects. Many Elementalist skills have an elementally-themed keyword: Air Pool, Earth Pool, Fire Pool, or Water Pool. When you buy a skill with this keyword the first time, you gain 1 point in the pool of the appropriate type. These Elemental Pool Points are cumulative, but renin separated by element, so if you have purchased 3 Earth Pool skills, and 4 Fire Pool skills, you have 3 Earth Points and 4 Fire Points, NOT 7 Elemental Points. Each of your Elemental Pools has a maximum of [Tier+2] points available. These points refresh when you have rested for 5 minutes. Elemental Pool Points can be spent in place of Stamina on any skill that has a linked keyword from the list below. Example: An Elementalist has 5 Fire Points and wants to use them to cast a 4th level spell she knows from the Fire list, she can do so and have 1 Fire Point left, without dipping into her actual Stamina to do so. Example: The Cyclone skill from the Druid class has a cost of 2 Stamina, and the Wind Trait listed in the effect. Provided she can do so normally by the rules, a Druid/Elementalist with an Air Pool can use Air Pool points to cast that spell. Elemental Pool points CANNOT be used on crafting skills. APPLICABLE TRAITS: Air Pool: Air, Lightning, Wind Earth Pool: Earth, Force, Crystal Fire: Fire, Heat Water: Water, Ice, Poison, Acid ELEMENTALIST SKILLS Elemental Reservoir (3, 3, 3, 3, 4, 4, 4, 4 CP) Requires 3 skills with the [Element] Pool keyword. Choose one Elemental Pool. Your maximum for that pool permanently increases by +1. 2nd and Later Purchases: Choose a pool you have not increased with this skill. Your maximum for that pool permanently increases by +1. You cannot use this skill to increase the same Elemental Pool twice in a row. AIR SPELLS Token Requirements: All Air tokens must be meet all the token requirements above, as well as be representative of air, wind, etc in some obvious way. Binding Breeze (4,4,4,5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Air Pool keyword. You harden the air around a target into bands of iron-hard entrapment. Make a packet attack for "Short Paralyze by Air." 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Paralyze by Air!" Clear the Air (3, 3 CP; Air Pool, Battle, Token) You burst forth with a pushing wall of air. Call, "Disengage by Air!" 2nd Purchase: usable 2/battle. Dead Air (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) You thicken the air around a target, preventing sound from escaping. Make 2 packets attack for, “Short Silence by Air.” · 2nd Purchase: make 3 packet attacks · 3rd Purchase: usable 2/battle. · 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Silence by Air!" Forked Lightning (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) You cast forth a bolt of crackling electrical energy. Make 2 packet attacks for "[Tier+1] Damage by Lightning!" 2nd Purchase: [Tier+2] Damage 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, [Tier+2] Damage by Lightning!" Gust of Wind (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) You focus the air into a hard, solid blast that knocks a target off their feet. You make a packet attack for "Slam by Wind!" 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Slam by Wind!" Nerve Jolt (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) You harness the electricity inside a living body and turn it against itself. You can make 2 packet attacks for "Agony by Lightning!" 2nd Purchase: "Agony and Weakness by Lightning!" 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Agony and Weakness by Lightning!" Thicken Air (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) You make the air around your target's legs become thick and syrupy, slowing them down. You can make 2 packet attacks for " Short Slow by Air!" 2nd Purchase: make 3 packet attacks 3rd Purchase: usable 2/battle. 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Slow by Air!" Wind Ward (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Air Pool keyword. You cause the air around you to blow so forcefully, it keeps arrows and weapons away from you. You call "Shield by Wind!" against the next called attack that hits you with no Trait. Example, if hit by a melee attack for "6 Damage!" you can use this spell to defend, but "3 by Fire!" doesn't apply. This spell only works on the caster. 2nd Purchase: Next 2 attacks. 3rd Purchase: Usable 2/battle. 4th Purchase: You can cast this spell on another character by touch, calling, "Double Grant Defense: Shield Weapon by Wind." EARTH SPELLS Token Requirements: All Earth tokens must be meet all the token requirements above, as well as be representative of earth, stone, crystal, metal, etc in some obvious way. Gravel Blast (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell) You conjure a hail of small stones and hurl them at your enemy. Make a packet attack for "[Tier +2] Damage by Earth!" 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, [Tier+2] Damage by Earth!" Harden (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Earth Pool keyword. You make the materials of your clothes, armor, or even skin more difficult to damage. You call "Reduce by Earth!" against the next called attack that hits you, and take 2 Damage instead. The trait of the attack is unchanged, and any combined effects are unchanged. This spell cannot be used to Reduce attacks without the Damage effect. This spell must be cast and ready BEFORE the effect it defends against. This spell only works on the caster. Example: if hit by a melee attack for "6 Damage!" you can use this spell to defend, taking 2 Damage instead. If the attack were "6 Damage by Fire!" You would still take 2 Damage, but the Fire trait would still apply for any other effects. Example: if hit by a packet attack for "5 Damage and Slam by Earth!" you could use this spell to defend, and take a "2 Damage and Slam by Earth." 2nd Purchase: Next 2 attacks. 3rd Purchase: usable 2/battle. 4th Purchase: You can cast this spell on another character by touch, calling, "Double Grant Defense: Reduce Damage to 2 by Earth." Mending (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell) You bind the physical components of an item together, calling to the base components that make them up-- earth, stone, metal, and the wood of the land. Touch 1 item and call, "Repair by Earth!" 2nd Purchase: You may Repair 2 items per casting. 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the touch effects, you can instead make ONE call of "By Your Name, [Name], Repair [ITEM] by Earth!" Metal Ward (3, 3, 3, 5 CP; 2 Stamina; Air Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Earth Pool keyword. You enhance your personal magnetic energy to repel metallic items. You call "Shield by Earth!" against the next called attack that hits you with no Trait. Example, if hit by a melee attack for "6 Damage!" you can use this spell to defend, but "3 by Fire!" doesn't apply. This spell only works on the caster. 2nd Purchase: Next 2 attacks. 3rd Purchase: usable 2/battle. 4th Purchase: You can cast this spell on another character by touch, calling, "Double Grant Defense: Shield Weapon by Earth." Quicksand (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell) You turn the ground beneath your for into moist, sucking quicksand, trapping them in place. You make 2 packet attacks for "Short Root by Earth!" 2nd Purchase: make 3 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Root by Earth!" Reinforce (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell) You touch an item, infusing it with the strength of the earth. You can touch 1 target and call, "Refresh [Tier+1] Armor!" 2nd Purchase: Refresh [Tier+2] Armor 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the touch effects, you can instead make ONE call of "By Your Name, [Name], Refresh [Tier+2] Armor by Earth!" Rockslide Smash (4, 4, 4, 5 CP; 3 Stamina; Earth Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Earth Pool keyword. Tumbling stones crash into your foe, striking them senseless for a while. You make a packet attack for "Short Stun by Earth!" 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Stun by Earth!" Vapors of the Deep Chasm (3, 3, 3, 5 CP; 2 Stamina; Earth Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Earth Pool keyword. You call forth the hot, sulfurous gases from the deepest places of the earth. You cast them forth at your target, causing them to choke and splutter, unable to harm you for a time. You make a packet attack for, "Short Drain by Earth" 2nd Purchase: make 2 packet attacks. 3rd Purchase: usable 2/battle. 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Drain by Earth!" FIRE SPELLS Token Requirements: All FIRE tokens must be meet all the token requirements above, as well as be representative of heat, fire, flames, lava, etc in some obvious way. Fiery Temper (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Fire Pool keyword. The power is not only a physical force-- it is also a metaphorical one. You harness the fury, rage, and chaos of fire energy and attack your target's mind. Make a packet attack for "Short Frenzy by Fire!" 2nd Purchase: make 2 packet attacks. 3rd Purchase: usable 2/battle. 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Frenzy by Fire!" Forgefire (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell) Fire magic is really, really good at breaking stuff. Make a packet attack for "Destroy [ITEM] by Fire!" 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Destroy [ITEM] by Fire!" Heat Weapon (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell) You force fire energy into the item held by your target, causing them to drop it. You make a packet for, "Disarm (LEFT or RIGHT) by Heat!" 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Disarm (LEFT or RIGHT) by Heat!" Infusion of Flame (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell) You can imbue a target with the ability to carry your fire with them for a brief time. Touch a target and call, "Grant Packet Attack: 3 Damage by Fire." 2nd Purchase: "Double Grant Packet Attack: 3 Damage by Fire." 3rd Purchase: usable 2/battle 4th Purchase: "Double Grant Packet Attack: 3 Damage and Agony by Fire." Ravaging Flames (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell) Your magic pours forth, attacking your target regardless of other protections. Fire loves targets in heavy metal armor-- it just cooks you faster. Make a packet attack for "Waste [Tier+1] Vitality by Fire!" 2nd Purchase: Make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Waste [Tier+2] Vitality by Fire!" Volcanic Doom (4, 4, 4, 5 CP; 3 Stamina; Fire Pool, Battle, Rest, Token, Spell) Requires 5 skills with the Fire Pool keyword. You focus the unbelievable heat of an erupting volcano into a single point and hurl it towards your opponent. The effect upon your target is rather unsurprising-- it is, however, impressive. Make a packet attack for "[Tier +4] Damage by Fire!" 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Death by Fire!" Withering Heat (3, 3, 3, 5 CP; 2 Stamina; Fire Pool, Battle, Rest, Token, Spell) Intense heat assaults your target's limbs, affecting their ability to function. Make a packet attack for "Short Maim [Limb] by Heat!" 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Maim [Limb] by Heat!" WATER SPELLS Token Requirements: All WATER tokens must be meet all the token requirements above, as well as be representative of liquid, water, ice, acid, frost, cold, etc in some obvious way. Acid Cloud (4, 4, 4, 5 CP; 3 Stamina; Water Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Water Pool keyword. You create a thin barrier of acidic droplets in a mist around you. When an enemy attacks, the cloud lashes out and burns them. When you cast this spell, call, "Imbue to Self by Acid Cloud!" After that, when the next CALLED ATTACK hits, you call, "By My Gesture, [X] by Acid!" where X is the amount of Damage inflicted by the attack that hit you -2. If an attack has no Damage call, you instead call "2 Damage by Acid!" If an attack is a combined effect, you call "[X+2] Damage by Acid!" NOTE: This spell DOES NOT change the effect that hits you. You must still take that effect as normal in order to use this spell, and you must still role-play taking your hit as normal. If you use a Defense against the incoming attack, this spell is not triggered. Likewise, if an attack misses you (such as a packet flying by and not making contact), you cannot use this spell's effect. You CANNOT choose when to use this spell's effect-- it applies to the next called attack that hits you. Examples: --You have this spell active, and get hit by a "6 Damage" melee attack. You call, "By My Gesture, 4 Damage by Acid!" --You have this spell active, and get hit by a "Slam by Fire!" packet attack. You call, "By My Gesture, 2 Damage by Acid!". --You have this spell active, and get hit by a "By My Voice, 4 Damage and Agony by Darkness!" attack. You call, "By My Gesture, 6 Damage by Acid!" 2nd Purchase: the next TWO called attacks trigger this spell. You must use the first Gesture attack before you can trigger the second use of the spell. Example: You get hit by a melee attack for "6 Damage" and then a packet attack for "Slam by Fire" before you have a chance to use the "By My Gesture, 4 Damage by Acid!" attack triggered by the first attack. You DO NOT get to call two Acid attacks back to back, because the packet attack does not trigger your protective spell until the Acid attack is used. 3rd Purchase: usable 2/battle 4th Purchase: When the next CALLED ATTACK hits, you call, "By My Gesture, [X] and Agony by Acid!" where X is the amount of Damage inflicted by the attack that hit you -2. If an attack has no Damage call, you instead call "2 Damage and Agony by Acid!" If an attack is a combined effect, you call "[X+2] and Agony Damage by Acid!" Frostbite (3, 3, 3, 5 CP; 2 Stamina; Water Pool, Battle, Rest, Token, Spell) You freeze the water inside a target's blood, causing a limb to cease function. Make a packet attack for "Short Maim [Limb] by Ice!" 2nd Purchase: make 2 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Maim [Limb] by Ice!" Frozen Ground (3, 3, 3, 5 CP; 2 Stamina; Water Pool, Battle, Rest, Token, Spell) You cover the ground around a target in thick, grasping ice. Make 2 packet attacks for "Short Root by Ice!" 2nd Purchase: make 3 packet attacks 3rd Purchase: usable 2/battle. 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Root by Ice!" Solvent Barrier (3, 3, 3, 5 CP; 2 Stamina; Water Pool, Battle, Rest, Token, Spell) You wrap yourself in streams of water magic, flowing the effect of harmful elemental forces away you. When you cast this spell, call, "Imbue to Self by Solvent Barrier!" Then you can call "Reduce by Water" against the next 2 effects with an Elemental Trait keyword. You instead take 2 Damage. NOTES: This spell must be cast BEFORE you get hit by a triggering effect in order to function. You can CHOOSE when/if to use this defense. Any leftover uses of this spell expire anytime you rest. Remember, Unconscious, Stunned or Paralyzed count as resting. This Reduce effect transforms other effects INTO the Damage effect, as well as reducing the actual damage effect. Examples: ---You have this spell active, and get hit by a "6 Damage" melee attack. You call, "Reduce by Water!" and take only 2 damage. ---You have this spell active, and get hit by a "Slam by Fire!" packet attack. You call, "Reduce by Water!" and INSTEAD OF taking the Slam effect, you take 2 DAMAGE. ---You have this spell active, and get hit by a "By My Voice, 4 Damage and Agony by Darkness!" attack. You call, "Reduce by Water!" and INSTEAD OF taking the 4 Damage and Agony effect, you take 2 DAMAGE. 2nd Purchase: This spell takes effect against any Elemental Trait as well as the Magic or Nature traits. 3rd Purchase: applies to the next 3 applicable attacks. 4th Purchase: usable 2/battle. Numbing Cold (4, 4, 4, 5 CP; 3 Stamina; Water Pool, Battle, Rest, Token, Spell) Requires 4 skills with the Water Pool keyword. You freeze the water in the air immediately surrounding the target, pulling the heat from their flesh and halting them in place. Make a packet attack for "Short Paralyze by Cold!" 2nd Purchase: make 2 packet attacks. 3rd Purchase: usable 2/battle. 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Paralyze by Cold!" Turbulent Whispers (3, 3, 3, 5 CP; 2 Stamina; Water Pool, Battle, Rest, Token, Spell) You infect your target's mind with rushing, chaotic, liquid whispers, preventing them from attacking you effectively. Make 2 packet attacks for "Short Weakness by Water." 2nd Purchase: 3 packet attacks 3rd Purchase: usable 2/battle 4th Purchase: Instead of making the packet attacks, you can instead make ONE attack for "By My Gesture, Weakness by Water." Water Jet (3, 3, 3, 5 CP; 2 Stamina; Water Pool, BURST, Battle, Rest, Token, Spell) Requires 4 skills with the Water Pool keyword. You blast the target with forceful blasts of water. Make 3 packet attacks for "[Tier] Damage and Slam by Water!' NOTE: Make sure you know what the BURST keyword means and how it works. 2nd Purchase: "[Tier+1] Damage and Slam by Water." 3rd Purchase: usable 2/battle 4th Purchase: This spell no longer has the Burst keyword. ************ Many thanks to Melissa Caruso of 7 Virtues LARP for the core of this class.