Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revision | |||
| weird-wizard:paths:expert_paths:elementalist [2026/01/21 04:31] – removed - external edit (Unknown date) 127.0.0.1 | weird-wizard:paths:expert_paths:elementalist [2026/01/21 04:31] (current) – ↷ Page moved from weird-wizard:elementalist to weird-wizard:paths:expert_paths:elementalist lwelyk | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ====== 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: | ||
| + | |||
| + | **Health:** +4 Languages: Add one | ||
| + | |||
| + | **Traditions: | ||
| + | |||
| + | **Spells:** Two expert | ||
| + | |||
| + | // | ||
| + | |||
| + | ===== Level 4 Elementalist ===== | ||
| + | |||
| + | **Health:** +4 | ||
| + | |||
| + | **Spells:** One expert | ||
| + | |||
| + | // | ||
| + | * **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. | ||
| + | * **Wood:** At the end of each round, each enemy in your reach makes an Agility roll. On a failure, the enemy is knocked prone as vines grasp at their feet. | ||
| + | * **Metal:** You gain a +1 bonus to your armored and natural defense. | ||
| + | |||
| + | |||
| + | ===== Level 6 Elementalist ===== | ||
| + | |||
| + | **Health:** +4 | ||
| + | |||
| + | **Spells:** One expert | ||
| + | |||
| + | //**Dual Attunement: | ||
| + | |||
| + | ===== Level 9 Elementalist ===== | ||
| + | |||
| + | **Health:** +4 | ||
| + | |||
| + | **Spells:** One master | ||
| + | |||
| + | // | ||
| + | * **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. | ||
| + | * **Wood:** You are immune to the poisoned affliction. You have the strider trait if you don't have it already. You heal 1d6 damage at the end of each of your turns. | ||
| + | * **Metal:** You are immune to the frightened affliction. Your Natural and Armored Defense increase by 1. | ||