Hydromancers
are most often found around large bodies of water, and often make good
livings as a sort of living insurance policy for seagoing vessels. With
their command of water Hydromancers can ensure a very smooth voyage, calming
the waters when necessary and guiding pilots to trade currents. Hydromancers
are also usually quite adroit at financial transactions from their exposure
to mercantile concerns and many take up trading on the side, ensuring that
they are very comfortable financially. |
Hydromancers
can be fun to play in a pirate oriented or other sea-bound campaign, but
less fun in other circumstances. Because of their niche not being well
suited to a life of dangerous journeys, Hydromancers are rarely encountered
among adventuring companies on land. |
Cost |
Ability |
55 |
Elementalist (Prepared) Package (Chosen School: Hydroromancy; Neutral Schools: Aeromancy, Geomancy)
or Elementalist (Gestalt) Package
or Elementalist (Spontaneous)
Package |
23 |
Hydromastery
Package |
9 |
High Seas Skills Package |
12 |
Street Finances Skills
Package (Exclude KS: Black Marketeering, Thieve's Cant) |
95 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
School Ineptitude: Phys Lim: Cannot Learn KS:
Pyromancy or use Spellcraft to Circumvent
(Infrequently, Limiting) |
+90 |
Total Cost of Package |
The Elementalism Magic System is detailed
here.
|
This Package Deal is for Elementalists using the Prepared Model
|
Elementalists cast Spells associated with the four classic Elements of Fire, Earth,
Air, and Water. Though they have fewer esoteric and utility spells than some other
Magic Systems, Elementalists are powerful spellcasters.
|
Cost
|
Ability
|
35
|
Wizard VPP (30 Pool)
|
19
|
KS: Element of Choice + 3, KS: First Neutral Element +1, KS: Second Neutral Element
+1
|
1
|
Literacy with Native Language
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
*17.5
|
+1 Spell Level (+15 Pool)
|
5
|
Bright: +5 INT
|
10
|
Brilliant: +10 INT
|
5
|
+1 with All Int Based Rolls
|
2
|
WF: Elementalist Group (Dagger, Darts, Staff)
|
-15
|
Psychological Limitation: Self Centered (Common, Strong)
|
-5
|
Social Limitation: Disreputable Master (Master is generally scorned, disrespected,
or has a questionable past -- this colors peoples perception of character) (Frequently;
Minor; Not Limiting In Some Cultures)
|
-10
|
Rivalry with other Elementalists (More Powerful, Group, Professional, Unaware, Outdo)
|
The Elementalism Magic System is
detailed
here. |
This Package Deal is for Elementalists using
the Gestalt Model |
Elementalists cast Spells associated with
the four classic Elements of Fire, Earth, Air, and Water. Though they have
fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful
spellcasters. |
Cost |
Ability |
48 |
Magni VPP (30 Pool) |
6 |
Any two of the
following (KS: Aeromancy, KS: Geomancy, KS: Hydromancy, KS: Pyromancy) |
1 |
FAM with any
one of the following (KS: Aeromancy, KS: Geomancy, KS: Hydromancy, KS:
Pyromancy) |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
*24 |
Higher Spell Level Pool:
+15 Pool |
5 |
Bright: +5 INT |
10 |
Brilliant: +10 INT |
5 |
+1 with All Int
Based Rolls |
2 |
WF: Elementalist Group (Dagger,
Darts, Staff) |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation:
Disreputable Master (Master is generally scorned,
disrespected, or has a questionable past -- this colors peoples perception
of character) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Elementalists (More Powerful, Group, Professional, Unaware, Outdo) |
The Elementalism Magic System is
detailed
here. |
This Package Deal is for Elementalists using
the Spontaneous Model |
Elementalists cast Spells associated with
the four classic Elements of Fire, Earth, Air, and Water. Though they have
fewer esoteric and utility spells than some other Magic Systems, Elementalists are powerful
spellcasters. |
Cost |
Ability |
6 |
Elementalist MPP 0 Level: MP, 15-point
reserve, (15 Active Points); 6 Charges (-3/4), Variable Limitations
(requires -1 worth of Limitations; -1/2); all slots Extra Time (Delayed
Phase, -1/4) |
10 |
Elementalist
MPP 1st Level: MP, 30-point reserve, (30 Active Points); 6 Charges (-3/4),
Variable Limitations (requires -1 worth of Limitations; -1/2), Spontaneous
Casting Discount (-1/2); all slots Extra Time (Delayed Phase, -1/4) |
13 |
Elementalist
MPP 2nd Level: MP, 45-point reserve, (45 Active Points); Spontaneous Casting
Discount (-1), 6 Charges (-3/4), Variable Limitations (requires -1 worth of
Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
14 |
14 points in
Spell slots |
11 |
KS: Element of Choice +
1, KS: First Neutral Element, KS: Second Neutral
Element |
1 |
Literacy with
Native Language |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
+15 |
Sorcerer MPP 3rd Level: MP, 60-point reserve,
(60 Active Points); Spontaneous Casting Discount (-1 1/2), 6 Charges (-3/4),
Variable Limitations (requires -1 worth of Limitations; -1/2); all slots
Extra Time (Delayed Phase, -1/4) |
+17 |
Sorcerer MPP 4th
Level: MP, 75-point reserve, (75 Active Points); Spontaneous Casting
Discount (-2), 6 Charges (-3/4), Variable Limitations (requires -1 worth of
Limitations; -1/2); all slots Extra Time (Delayed Phase, -1/4) |
2 |
WF: Elementalist Group (Dagger,
Darts, Staff) |
+4 |
Replace (KS: Element of Choice +
1, KS: First Neutral Element, KS: Second Neutral
Element) with Spellcraft 11- |
-15 |
Psychological Limitation:
Self Centered (Common,
Strong) |
-5 |
Social Limitation:
Disreputable Master (Master is generally scorned,
disrespected, or has a questionable past -- this colors peoples perception
of character) (Frequently; Minor;
Not Limiting In Some Cultures) |
-10 |
Rivalry with
other Elementalists (More Powerful, Group, Professional, Unaware, Outdo) |