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Elementalist

An Elementalist is a spellcaster who learns about and gains power over the five magical elements: air, earth, fire, water, and wood. Elementalist talents focus on both the physical elements and the spirits they embody.

Allowed Classes sorcerer 

Discipline Main Static Charisma or Wisdom (players choice)

Racial Restrictions None  

Saves any elemental effect or effects from elemental creatures

Elemental Familiar- Bonus 1st may have an elemental familiar apply elemental template to a familiar type

Class Changes

Use the Wizard from the player’s handbook with the following changes.

Elementalists are specialist wizards gaining all the bonuses outlined on page 54 of the PH for spells that have an Elemental effect all force spells are made elemental spells.

To offset these bonuses they may not cast any spell in the Schools of Nethermancy, Divination, Enchantment, or Illusion. All spells that have an Elemental/damage aspect [fire, earth, air, water, force etc.] can be memorized in two different ways, either as listed or with a different elemental effect. Change any spell components to reflect the new elemental effect. The Element must be picked at the time of memorization. The Elementalist does not need the Energy Substitution Feat to do this.

Example 

Magic-Missile if memorized must have a elemental effect so the Elementalist memorizes it as Earth Darts with a Elemental Earth effect 

Fireball may be memorized as Air Blast now with an elemental air effect.  

Lightning Bolt may be memorized as Ice Spear now with an elemental water/ice effect 

The School of Elementals consists of all arcane spells with an Elemental or Force effect. 

 Skills

Elementalists do not receive the Scribe Scroll feat for free. They do receive create elemental item feat at 3rd level as a bonus feat.

Craft Elemental Item (Metamagic)

You can create Magic items imbued with one or more of the true elements.

Prerequisite: 3rd level Elementalist

Benefits: You may create any Elemental item whose prerequisites you meet. Enchanting an elemental item takes one day for each 1,000 SP in its price. To enchant an elemental item the spellcaster must spend 1/25th of the item’s price in XP and use up raw materials costing half of this price. See Crispy for information on elemental items.

Talents 

Fire Heal 1 karma heals 1d8+Total Karma spent points of damage. Each extra Karma adds another 1d8 of healing or an additional target. All Targets must stand in a large fire (up to the knees of a human or the waist of a dwarf) and be in contact with the Elementalist. The Talent takes 5 minutes to use. The elementalist must make a spell craft roll to use this talent the DC is 15 + Karma spent if the Spellcraft roll is failed roll effect as per normal but all targets take the effect as damage. This talent will not work if any recipient has magical protection from fire.

Elemental Hold (7th level) 1 Karma elemental types must make a will save or remain still and docile for as long as the Elementalist concentrates. Each extra karma either adds an extra creature or to the DC of the save at the Elementalist’s discretion. Range=DMSB x 25 feet. The effects are broken if the creatures are attacked

Summoning (9th level) 1 Karma allows an elemental to fully manifest in  Barsaive. This elemental is not under the control of the Elementalist and must be bargained with or threatened for any services. The elemental has one hit die. Extra Karma adds one hit die to the elemental. This Talent is covered in depth in another text.   

Cold Purify 1 Karma can restore 1 point of HP damage done by poison or give a bonus of 1 to the next save required by a poison currently in the targets system. Extra Karma can restore 1 HP damage or gain an additional 1 point bonus to the next save. For 2 points the save will be delayed for one hour. For 4 points it can restore a point of temporary ability damage.

Elemental Extremes 1 Karma can change the weather conditions in a fixed small area (10x10x8) by 10 degrees either hotter or colder, adds 10 mph winds. Each extra Karma adds another 10 degrees or 10 mph winds or doubles the area covered. 3 extra Karma can add a mist effect to the area. The effect lasts for one hour after the Elementalist stops concentrating on the effect extra duration can be added at one hour per point of Karma.

Elemental Commune 1 Karma allows the elementalist to speak with one type of local elemental to gain knowledge of the surrounding area (one mile square). Each extra Karma either adds another elemental type, an extra mile square to the range or an extra question to one elemental type in the area. Refer to the spell Commune with Nature for details of types of questions. This Talent is also used to bargain with Elementals during summoning as detailed in the Summoning text.

Wind catcher (5th Level) Each Karma spent reduces the damage taken from falling by 30 feet the Elementalist may also direct his fall by 15 feet for each karma spent

Willpower (7th Level) 1 Karma can add either 1 damage to elemental spells or 1 to the save DC of elemental spells that the Elementalist casts. Extra Karma can add to either the DC or the damage