Pyromancers
master fire in all its permutations. Typically the most offensively oriented
of Elementalists, Pyromancers often earn a good living as mercenaries or as
permanent fixtures on an Army's command staff. Pyromancers like big, nasty
damage spells, and what few defensive magics they know are usually also
offensive, such as Spells like the feared Flaming Aura and of course the
Curtain of Flaming Passage. |
Pyromancers
are fun to play because they like to blow things up, and thats always
entertaining to some degree, and most any adventuring company would be glad
to include a Pyromancer among their membership. Of course, some Pyromancers
have a tendency to get caught up in the heat of battle and become somewhat
indiscriminant. Sometimes a fellow adventurer might need to intervene to
sort them out if this happens...assuming any fellow adventurers survive, of
course. |
Cost |
Ability |
55 |
Elementalist (Prepared)
Package (Chosen School: Pyromancy; Neutral Schools: Aeromancy, Geomancy)
or Elementalist (Gestalt) Package
or Elementalist (Spontaneous)
Package |
23 |
Pyromastery Package |
17 |
Combat Casting Package |
95 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
School Ineptitude: Phys Lim: Cannot Learn KS:
Hydromancy 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) |