Mage

Elementalist - by T.A. Saunders ©2012 v1.1

Summary As the name would confer, the elementalist commands the elements to his or her will. This path also breaks up into four sub-sets: Pyromancer, Hydromancer, Geomancer and Aeromancer. The elementalist picks one element to focus on and a second element to augment their knowledge. Elementalists can even pick opposing spheres to study if they wish, though the practice is very uncommon. Most prefer to choose a secondary element that complements their primary one. Elementalists find work amongst armies and navies where their skills can shift the tide of a battle, or as sorcerous architects, where their craft can be used to either build or augment structures in profound ways. Elementalists favor either robes or whatever clothing is fashionable at the time. They tend to shun armor of any sort, as their power is their protection (and whatever enchantments might be on their clothing).

Class Skills Summon Elemental

Because of the time spent focusing on their primary element, the elementalist is able to call forth a minor Elemental from the Xirorya, Plane of Elements without having to maintain concentration on their summoned Elemental. The elementalist can only call forth an Elemental in this manner, based on their primary element focus and that elemental will remain for the length of an entire combat scenario or ten rounds, whichever comes first. This Elemental is 100% loyal to the elementalist and cannot be turned against them. This talent can be used 3 times per 24 hours. (Minor Elemental Summoning, 100% effectiveness and loyalty, lasts 1d4+1 rounds, usable 3 times per day).

Resist Element

This ability is always in effect for the elementalist's primary element. It gives them immunity to non-magical damage accrued, ex. A pyromancer could walk into a burning building, a hydromancer could swim underwater without need of a breathing apparatus, geomancers could simply pass through a barrage of rocks being thrown at them and aeromancers would be impervious to non-magical lightning. Additionally, they gain a 65% resistance vs. magical versions of their own element, such as a thrown fireball or a lightning strike cast from a spell. This ability does not check against catastrophic damage. (Immunity to non-magic elements, 65% resistance vs. magic-summoned elements).

Torrent of Elements

An elementalist is able to create a torrent of their specific element, once per day. This attack covers a 50′ radius and will last for 1d4 rounds. The effect of the torrent depends on what their primary element is: pyromancers will call forth a Firestorm, hydromancers will call down a Hailstorm, geomancers will call forth an Earthquake and aeromancers will call down a Tornado. The destruction one of one these torrents cannot be understated, having a 30% chance of destroying any structures in the area of effect that aren't otherwise reinforced or protected. Normal buildings, houses and the like can be utterly wiped out by this skill.

Enemies that do not seek cover and leave themselves exposed to the storm have a 5% cumulative chance, depending on the length of the Torrent of Elements to suffer catastrophic damage and die. ex. If Joe the Brave stands out in a Firestorm that lasts 4 rounds, he has a 20% chance of being killed outright. usable once per day. It should be noted that this talent requires a full round of uninterrupted concentration to call forth, and as the torrent of element's point of origin is the Elementalist and requires them being out in the open, they are not subject to being hit by it. (Calling forth Elemental Torrent: 1d4 rounds, 30% chance of destroying structures, 5% cumulative chance to kill people who do not seek cover. One round preparation to use. usable once per day. Note: This ability's percentages cannot be modified by outside sources).