Obermancers
are a variant of Elementalist that do not have an Oppositional School, or
else have learned to overcome this Disadvantage as
part of their back story. Either way the Obermancer is a generalist caster
of Elemental Magic, able to cast Spells from all four Elements. An Obermancer is a very
dangerous spellcaster, with a wide variety of
Spells, and the ability to hold their own in HtH combat as well. |
Obermancers make fabulous
additions to any adventuring group, with a wide variety of offensive,
defensive, mobility, and utility Spells available to them. They are fun to
play, and fun to ally with. In addition to being useful, their Spells are
also very flavorful and entertaining. |
Cost |
Ability |
55 |
Elementalist (Spontaneous) Package |
4 |
Replace (KS: Element of Choice + 1, KS: First Neutral
Element, KS: Second Neutral Element) with
Spellcraft 11- |
15 |
Elementalist 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) |
18 |
18 points in Spells |
10 |
+1 Overall Level |
2 |
WF: Elementalist Group (Dagger,
Darts, Staff) |
6 |
+2 OCV w/ Elemental Spells |
Value |
Disadvantages |
0 |
None |
+110 |
Total Cost of Package |
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) |